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3.3 Organic Paint Effects

In this lesson you will learn how to adjust the different object properties to create a more organic and natural look for your paint stroke. These techniques will teach you the final touches for your animation.

3.3 Organic Paint Effects

Hi, everyone and welcome back to the creating paint strokes in Cinema 4D course. In this lesson, we'll start to create a more organic look to our stroke. So to do this, we need to select both the granular object so splatter_small and splatter_big. And we want to go to MoGraph > Effector and let's go to Random. So because we had both of those selected, you'll see here that automatically under Effector, we've got Random selected on both Splatter_small and Splatter_big. So let's go back to the random modifier, and we want to go to the Parameter tab. And underneath transform, we want to change these values to 150 on the x, 150 on the y, and 150 on the z. Now, what we're going to do from here is to use the random effector to move the clone spheres. So you can see these cloned small spheres around our emitter. They're going to move around so that they're being a little less rigid and less linear, which will help with the organic look that we're trying to go for. So let's go back to the random effector, the Effector tab, and we want to change the random mode from random to something else. So from random to turbulence. And we wanted to change the animation speed as well, from 100 to 200 and setting the scale to 0. So now, if we hit Play from here, you can see that our paint stroke is looking a little bit less rigid and a little bit more organic. So if we sort of turn off the Metaball here, and bring these splines up, you can see that what the random effect has done here, is it's made these clones balls moving very erratically and very randomly, which sort of makes the strokes a little bit more organic. So let's bring the Metaball back up and put this painting back into the Metaball. So now that we've done that, we can continue to adjust the settings and the transform values inside the random effector here, to try and get a more organic look that we want to go for. So what we wanna do from here now is we wanted to select the paint stroke's group and from here, we can go to the top button menus. And we want to increase the organic look of our paint strokes. So let's go to Bend, and let's select the Displacer object. And we want to place this Displacer object below the paint stroke. So now we've got this Displacer selected, let's go to the Shading tab here. And we wanted to go to the Shader. And we want to select Noise. Now once you've got Noise selected, let's go to the Object tab. And with the height, we can play about with the height to find out what sort of look we want. So let's sort of play here to get our paint strokes to show first. Okay, if we switch our Metaball back on. All right, so now that we've got our paint strokes back on, let's adjust the height here. So usually I like to go for a negative value as that's what I feel works best. But if you can see here, as soon as I've put the -40 in here, and you can see that our paint stroke looks a little bit different to what it was before. So you can play about with this height value here to find out the look that you wanna go for. I'm gonna stick with -40 for now. And you wanna change the intensity type from intensity centered to intensity. And now you can see that we're sort of pushing the look of the stroke to make it look more and more organic. So to do more things underneath the Displacer here, let's go back to Shading. And we wanna start adjusting the noise a little bit, so let's click on Noise. And under here, we can bring the global scale up. So let's bring the global scale up to 800 and the animation speed to 4. And you can see we're just adjusting the paint stroke here a little bit more bringing out these sort of paint splatters here. So now we wanna smooth things out even further. So let's go back to the Displacer group, and in fact, let's group everything together. So let's group the Displacer and the Metaball together actually. Select Displacer and Metalball, click Alt + G on your keyboard. And let's name this now Splatter_effects, Splatter_effects. Now what we want to do is we want to go to simulate, cloth and cloth surface. And now we want to place this cloth surface underneath paint strokes, or our paint strokes group. And you want to place our splatter_effects group underneath cloth surface. Now, what this cloth surface will do is it will further adjust the look of our paint stroke, making it smoother. So if we go to cloth surface and increase the subdivisions to around two or three, it will start smoothing out our paint stroke. What's also nice is we can also adjust the thickness of our paint stroke here, so we can bring it up here and we'll bring it down. Let's bring it up just a little bit just to add a little bit of thickness to our paint stroke. So now we've got a more fluid look to our paint stroke. We can finally add one more thing to our paint stroke which is a smoothing object. So let's go up to bend, and go to smoothing. And now we can place this smoothing underneath paint stroke. In fact, let's place this under cloth surface here. And you can see here, already, it's sort of smoothed things out. So if we sort of take this away, yes, it's a subtle smoothing, but you can see that it's sort of changed the brush stroke already. So let's go to what smoothing options we've got. So let's go to our attributes. And we can change the stiffness here. So the lower it is, the smoother our paint stroke is, the higher it is the less smooth it is, so we can sort of keep it about 50. Iterations, we can change the iterations to 3. And you can sort of adjust these sort of adjustments, all the adjustments that we've been going through to your tastes depending on what you want your brush strokes to look like. But already you can sort of see that that brush stroke is looking more and more organic because of our modifiers here. So that's great. All we need to do now is to hide our splatters, our cloned objects like so. And we can also hide our emmiter. So now all that we're left with now is our brush stroke. So there we have it, our blue cell shaded animated paint stroke. Remember that you can further adjust all the attributes that we went through in the lesson to your own liking, as the numbers that we've given in this course is just a rough guide. In the next lesson, we'll go through some further examples of how we can use this technique in other projects. See you all there.

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