So you think you can model? Good with layout? That’s great, but are your renders falling flat anyway? Cinema 4D Materials are some of the most robust tools in the industry, and learning them takes practice and muscle memory. Let cmiVFX inject you with both with this feature length video on shader materials. This volume will cover a ton of information on materials. Walk away with the confidence you crave and deserve after checking this video out! When it comes to high end visual effect training, there is only one choice, cmiVFX.com.
Some of the work we see at cmiVFX is very promising for the amount of submissions. However, even though it is far better than even 5 years ago, one of the leading areas of failure fall in the range of how materials interact with the surfaces and with the lighting. This video covers that mixture quite well. We expect to see a major increase in quality of student work shortly after this video hits the market.
In the first chapter we introduce you to Material Manager and create a shader using a variety of textures in the various channels. Then we'll review This list of procedural textures:
Fresnel, Gradient, Noise, Fusion, Layer Shader, Brick, Cloud, Cyclone, Display Color, Earth, Fire, Galaxy, Marble, Metal, Pavement, Planet, Star Field, Tiles, Venus, Wood
Next we will cover some FX Textures and how to get the best results from them:
Ambient Occlusion, Back Lit, Distorter, Lumis, Normalizer, Pixel
Now we will continue exploring FX Textures that integrate with particles and splines:
Posterizer, Proximal Shader, Ripple, Spline Shader, Vortex Shader
Finally we'll cover some really deep shader systems:
Sub Surface Scattering, Spectral, Sketch & Toon - see the variety of amazing looks that can be achieved with these effects textures.
After studying film and sculpture at the San Francisco Art Institute, Greg Kulz began working full-time as an artist in the SF Bay Area. Always interested in experimenting with new techniques and methods, Greg turned to 3D motion graphics as his new medium in 2001. Since that time, he has worked on such projects as the Team America and WWE video games, Ironman, various short films and a number of product modeling contracts for corporate clients including Sony, Panasonic and Frito-Lay. Greg's first love remains character creation, but he also enjoys working with motion graphics, texturing, and modeling.
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