Core Exercise – MoGraph City

For Core Exercise #2, recreate the animated scene above as closely as possible using Cinema 4D.

Note:
This scene uses Mograph, 2 types of lights and one of the shadow options.
Two objects are animated in this scene: 1. The camera, 2. A light.
Render size was set to 480 x 640 (3:4 ratio) and is 200 frames in length at 30 frames per second.
Only one cube object is used to create the entire city, with exception of the futuristic tower in the center.
One cube object with a light is used to create the many illuminated blocks as well as the glowing windows on the tower.

UCD 3D Motion Class: Render the final movie at 640X480 resolution and export in H264 format. Turn in the finished movie and your project files on SmartClass by start of class.

In order to complete this exercise, you’ll need to have reviewed the following learning modules:

Basics: You should review all the Basics
Basics

Lighting:
Lighting Types
Shadows
Three Point Lighting

Modeling:
Origin Point
Primitives
Using Mograph to Model

Mograph:
Introduction to Mograph
Cloner Object – Introduction
Effector Overview
Random Effector

Materials:
Overview of Materials
Assigning Materials(Textures)

Cameras:
Types of Cameras
Animating

Animation:
Animation Overview
Setting Keyframes
Adjusting Keyframes
Automatic Keyframes
F Curves

Rendering:
Basic Render Setting

8 thoughts on “Core Exercise – MoGraph City”

  1. i’m having a hard time trying to apply lights to the space tower and the cubes. i’ve looked through online forums, and experimented with material effects.. but i can’t figure out how to isolate the light to that specific shape, or specify that the light should emit from the bottom of the light cubes. help!!

  2. I’ve got problems with core exercise #2, especially with the lighting…
    1.) what kind of light do I use for the illuminated blocks? Right now I just have a spotlight down on them, and luminance material, it looks pretty close, I’m more worried about the tower lights though.
    2.) what kind of light do I use for the towers? Right now I have omni lights in an array around the sections. but they are not very bright. Is there another light or technique I should be using?
    Thanks in advance!
    Rosie

  3. I’m right there with you, let me know if you find anything, and I’ll let you know if I find anything. :]

  4. Hi All,

    First, with shapes light cubes they can’t actually emit light. So, it’s not like the real world where you can make a plexi-glass light cube or something, you pretty much are stuck with lights to illuminate. You can put a light inside a cube, maybe even turning on the lights Visibility and as long as the light is not casting shadows it will shine right through the cube.

    For the tower, a light (visible) in an Array is a good place to start. Just position the array in the right spot with the same number of instances as sides on the cylinder shape. Often, if I am using Visible lights I don’t really need them to illuminate so I’ll check off the No Illumination box.

  5. Omni lights are good. I think the thing that is confusing is that lights have two functions in the 3D world. One function is to actually light things, that is the illumination part where the light shines on an object and casts shadows, etc.

    The second function is when you want a nice soft shape that sort of looks like a light glowing. In 3D this is the ‘Visible’ light part, it’s what we see and think of as a light like a street light on a humid night. In 3D you can have one or both.

    The additional option to Visible lights is Visible Volumetric, which allows things to cast shadows like a foggy night. I’m pretty sure Travis went through all of this in the Lighting tutorial, but let me know if you find anything about those videos confusing or unclear.

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