so, if I'm not wrong, at the end you have a single object without any intersection? Well... that's perfect for 3d printing!! This open a lot of new possibility in modelling for 3d printing because you can easily use cinema for modelling and then the final result is ready to be sent to a printer without have to use another program before! You only need to put your final model inside a volume builder using the union mode and then the volume mesher!
This is blowing my mind and making me kinda nervous 🤔 like everyone starting to do 3d now will be on my lvl 😅 I wanna see a deeper tutorial on the colum! I really enjoy listening to you and all your tips man.
Everyone has the same tools, but it's the artist who makes the great work so as long as you keep getting better at the craft, you'll set yourself apart from the rest! Thanks for watching, appreciate you!
What the FRAK, EJ!! This is so powerful! thanks for whipping out a tutorial so fast, too. I can't wait to dig into this. And as you would know it...here comes a project :D You're awesome!
I haven't gotten it yet. Right now im modeling some mobile devices, so i'm wondering if its a good time to bite the bullet or wait until I've delivered these models first
This is cool! Been using volumetric modeling since 2003 with unreal 2003 editor. Was disappointed with the boole system in cinema4d as subtracting from an object just left a gaping hole. Sadly it's going to be a while til I can play with r20!
Thank you so much~! could I ask you one question? :)I'm making leaf, but can't make leaf vein like you made.1. Extrude leaf spline -> type Quadrangles -> leaf vein (you made) is not ragular box polygons, more dense line close vein.**Mine is ragular box size and can't make leaf vein..**
I found this like its not practical function. For a single object with no sharp edges ok, but for bigger scene its not suitable. If you want your mesh clean , mesher creates lot of geometry, and it produces longer render times, and scene load times.But thank you , awesome work :)
totally, its a tool for helping specific workflows, but youre right, for bigger scenes not feasible but for many workflows, volums is awesom! thanks for watching!
What do you mean you wouldn't know how to make a wedge of cheese like that traditionally? Booles are a thing. However I do agree that they're terrible in cases like that, especially with bevels. I've done similar things like that with metaballs (and cloners) previously and it's just a pain, nothing beyond a proof of concept.
Oh man, the BEVELING is where it would all fall apart, so while yes, booles are a thing, this is less a "cheating" way to do it. I know people who are good at modeling just cringe when people use Booles...but at the end of the day, the client doesn't give a crap what youre polygon flow looks like right? haha
For the cheese: Wouldn't it have been easier to just put a single sphere in a cloner and adjust random as desired - then placing the cloner in the voxel-tree and set to subtract? Still - great info as usual, EJ.
Totally, and that's a great thing to point out! But for this I wanted more art directable control and if I wanted a TON of holes, cloners would definitely have been the way. In the end I had about 12 or so spheres that I just placed precisely where I wanted them without messing with random seeds hoping one of them works! Procedural vs. handcrafted!
Could probably add Xpresso >> Set Driver on the original sphere's "Perfect Primitive" attribute & then Set Driven on duplicate sphere. Should skip the step of checking off each sphere's "Perfect Primitive" attribute.
Love this tutorial! I´m just wondering how you put different materials on the mashed object. Of course you could select the polygons on simple objects but that can´t be the solution is it? do you have any idea?
@@eyedesyn Actually I figured another way with vertex maps. Cause on easy shapes it might be ok to have the polygon selection but when it gets more funky you want to work better with vertex.
@eyedesyn Hello freind, I hoped you could help me with something.: Is there an easy way to take a scene that has 125 individual, Motext numbers, and get them to face the camera? it sounds easy at first, but if there is any way to also keep them editable. using a null doesnt help. Both "face camera" and "target" cause everything to face awy from the camera. i cant rotate the axis without making editable mesh. Any idea's??? My numbers are arranged in a 5x5x5 grid. It boggles the mind why anyone would want text to face away from the camera.
i would place each of the objects in a Null, and then apply the target to the Null so then you can freely rotate the child object to the correct angle!
Had a 2 year break from C4D but dang, it feels great to be back
Such an excellent, comprehensive thinking and extension, from the shallower to the deeper, you are the best tutor!
This is a gamechanger!
The amount of confidence this tool would have given when I first started playing in cinema...nice addition Maxon!
Right!!?! I've been wanting this since 12 years ago when i first started learning 3D!
@@eyedesyn kids today have everything haha! Well enjoy!
EJ comes to the rescue again! Thanks man. Great examples and explanations, as always.
Thanks for watching - glad you enjoyed it! :)
EJ you are the C4D King for me! You make everything easier to digest, and you're always so excited. :) Top guy!
Thanks Emily! Really appreciate that awesomely kind comment! Appreciate the support and the views!
so, if I'm not wrong, at the end you have a single object without any intersection?
Well... that's perfect for 3d printing!! This open a lot of new possibility in modelling for 3d printing because you can easily use cinema for modelling and then the final result is ready to be sent to a printer without have to use another program before! You only need to put your final model inside a volume builder using the union mode and then the volume mesher!
It's massively helpful for 3D printing for sure! I hear a lot of people using it just for that like Chris Schmidt!
@@eyedesyn So has this proven to actually be a major advancement in 3d printing?
3:54 "We don't want to cut the cheese". Oh, no we don't. Brilliant video as always EJ.
Glad someone caught my horrible dad joke! ;)
You are the Andrew Kramer of C4D. Another god to praise :D
Aw shucks, if I could be 1/1000th as good as Andrew Kramer I'd be happy! haha! Thanks for watching & the support!
Volumes is like MODO'S Fusion, but with the simplicity of Cinema 4d... Please make a full tutorial for building the pillar.
Cool! A couple of votes for the pillar tutorial! Thanks for watching!
Would love to see a full tutorial for the pillar please
Sub surface scatter
Adding my vote for the pillar tutorial
i thought the exact same thing with zbrush lol
It would be fantastic to see in details how did you model the roman column 🥰 Your workflow is so inspiring
Love it. Would like to see you do the column.
Thanks!
Hey man didn't know you had a channel , always loved your stuff thanks
I gots a channel! Thanks for watching man!
This is awesome feature for the R20. Time saving for more complex models. Thanks for the tutorial EJ!
Love volumes! Thanks for watching!
3:53 "I don't want to cut the cheese" ... lol... great video!! : )
This is blowing my mind and making me kinda nervous 🤔 like everyone starting to do 3d now will be on my lvl 😅
I wanna see a deeper tutorial on the colum! I really enjoy listening to you and all your tips man.
Everyone has the same tools, but it's the artist who makes the great work so as long as you keep getting better at the craft, you'll set yourself apart from the rest! Thanks for watching, appreciate you!
Many thanks EJ! :)
Thanks very much for watching!
Amazing intro to the new Volume Modeling as always, Thank you EJ
Glad to hear it! Thanks for the kind comment and watching!
Brilliant video. Please do a full tutorial on the modelling of the pilar :)
Awesome thanks!
This is like a dream come true! Really nice and inspirational video! Thank you :)
I think so! Thanks for watching! :)
What the FRAK, EJ!! This is so powerful! thanks for whipping out a tutorial so fast, too. I can't wait to dig into this. And as you would know it...here comes a project :D You're awesome!
Haha! makes modeling not be such a pain in the butt, right!? did you get R20 yet?? thanks for watching Sharon, can't wait to see what you make!
I haven't gotten it yet. Right now im modeling some mobile devices, so i'm wondering if its a good time to bite the bullet or wait until I've delivered these models first
Introducing a new version in the middle of a project is typically not the best idea haha
Nice! I would love to see more of this technique, plus I love the cracks effects.
Just wanted to give an overview, definitely more to come! :)
You're amazing! Thanks a lot for all the knowledge you share :)
THANK YOU SO MUCH
R20 it's awesome! And you're very good at doing tutorials. Thank you!
Thanks man, appreciate it!
Fine work as always man well done!
thank you!
I would like a tutorial of the pilar, that would be great
hard agree
hi thx . when I did any model with volume modeling does not appear in the render? why ?
Did you place the volume building in a volume mesher?
Great stuff! I will def try this!
Enjoy!
Congratulations 100K Subscribers
Thanks so much! I'm blown away by the support!
Awesome! Thanks EJ
Very welcome, thanks for watching!
EJ we could use an update on this subject for the latest revisions on C4D. Especially for the noobs like me!
Thanks for the suggestion !:)
@eyesdesyn yes please, we need an update in how to do porous rocks in detail for example. Thank you :)
Great job explaining this, helpful beyond words, thanks so much.
this is soooo helpful!
so awesome to hear! thanks for watching!
Great presentation
Thank you!
Thanks for every tutorial you've made!
Thanks for every tutorial youve watching of mine! Appreciate it!
You are always saving my butt... thanks EJ!
Brilliant video. New to c4d and this is very exciting.
Thanks Alan! I'm so excited for people to start creating with R20!
Wow, Its realy amazing, there are lots of new feature in R20, The game changed,,,,,, : ), Thanks EJ.....
It's massive, happy to show some of the possibilities!
ONE WORD : GENIUS
Thanks man! R20 is freakin incredible!
No problem !! And yeah, I’m looking forward to this ! That’s awesome
It's so much fun, hope you can enjoy using it soon!
Thank you for a great tutorial!
thanks for watching!
So cool Ej as usual... Thanks for sharing :)
You bet! Thanks for watching, always appreciate you!
Thank U very much for another great tutorial ❣
so awesome EJ! thank u for showing it =)
You bet! Appreciate you watching!
Thanx so much for explain everything soooo well
Thanks so much for watching and the kind comment!
i havnt been able to work out how u used the field noise to create the holes in the column, wud be great if u could recap in a tut !
Noted!
Why don’t just use Boolean? That way you can edit everything later as well.
It's true. A Boole with a sphere cloner could have done the cheese much faster. Then group with a bevel object to round the edges.
Thank you :) Could you do a mesh analysis on each object too? I'm sold man, for small and medium scenes at least.
Mesh analysis?
eyedesyn I don't know if you've got nice clean quads going on there or not. Eh whatever, I'll just mess around and test it out.
EJ Always deliver incredible infos... Thank you so much man
Thank you sir! Appreciate the kind comment and the views!
Very cool, helped me a lot making a volume.
Great to hear! Thanks for watching!
This is cool! Been using volumetric modeling since 2003 with unreal 2003 editor. Was disappointed with the boole system in cinema4d as subtracting from an object just left a gaping hole. Sadly it's going to be a while til I can play with r20!
Nice update!
It's a MASSIVE update, highly recommend!
Wow! very cool!
Great video. Luv it!
Thanks so much! appreciate the view!
Thank you very much!
Hello, how can I reproduce the cheese material?
thanks bro
Thank for watching!
thanks . this is really amazing tool =)
I agree! Thanks for watching!
Super AWEOME FEATURE! thanks EJ. BTW - How do you deal with 1.2 million polygons created after that?
C4D R20 actually handles it pretty well when its baked down to geo! Thanks for watching!
This is an amazing tip :)
glad you enojyed it!
great and useful tutorial
happy to hear it! thanks for watching!
didnt have time to watch this completely but maybe you can sum it up for me: is this a sort of voxel based boolean operation?
Basically.
Long time no see EJ, nice video as always :)
It has been awhile! Gotta kick it up in the coming weeks! :)
Спасибо! Прекрасная работа!
Any idea why the random field doesn't work like this in R25?
Jeeez, this is truly magical! Thanks
Thank you so much~! could I ask you one question? :)I'm making leaf, but can't make leaf vein like you made.1. Extrude leaf spline -> type Quadrangles -> leaf vein (you made) is not ragular box polygons, more dense line close vein.**Mine is ragular box size and can't make leaf vein..**
i basically used an FFD to bring the middle of the leaf downwards to make that little crease in the middle if thats what youre asking about?
Blender could already do the cheese thing for a long time using modfiers (Boolean Modifier, set the operation to difference and the solver to carve)
Great! None of my clients use Blender, though.
I found this like its not practical function. For a single object with no sharp edges ok, but for bigger scene its not suitable. If you want your mesh clean , mesher creates lot of geometry, and it produces longer render times, and scene load times.But thank you , awesome work :)
they all care for motion graphics not for serious modeling
totally, its a tool for helping specific workflows, but youre right, for bigger scenes not feasible but for many workflows, volums is awesom! thanks for watching!
Super awsome, thank you so much!
Thanks for watching!
GREAT TUTORIAL!!!!!! THANK YOU SO MUCH! I've looking every where for a cute furry character. It would be fantastic to see one from you.
Thanks very much for the kind words, very happy you enjoyed it! :) Only a matter of time until I make a furry character! :)
AWESOME :)
you're a life saver ♥
thank you so muchhhh ♥♥
Love it EJ
Thank you! Appreciate you watching!
nice but ill wait for r22
Thats a long wait!
Alright I got a GREAT idea to make something using this..!!! Thanks.
EJ, Thanks as always! ))
This is great. Game changing. Would you use this technique over using the Boole going forward? Would you never use the Boole tool again now?
I'm thinking of creating a lighthouse on a rocky outcrop/ island, any tips on creating rocks with volumes??
Using a voronoi fracture creates some nice rocky bits if you just use single fractured bits!
AH-MAZING
AHHH--GREED!
wow this exactly what i had hoped for as I'm a motion graphics guy and not a modeler, thank you, Ej, thank you!
Thanx man.
Take a shot every time he says "(w)hole " :D Holy Cheesus!
thanks
What do you mean you wouldn't know how to make a wedge of cheese like that traditionally? Booles are a thing. However I do agree that they're terrible in cases like that, especially with bevels. I've done similar things like that with metaballs (and cloners) previously and it's just a pain, nothing beyond a proof of concept.
Oh man, the BEVELING is where it would all fall apart, so while yes, booles are a thing, this is less a "cheating" way to do it. I know people who are good at modeling just cringe when people use Booles...but at the end of the day, the client doesn't give a crap what youre polygon flow looks like right? haha
@@eyedesyn I was thinking the same thing as neoqueto and the fact that people don't like them is news to me - what's wrong with booles?
if only otoy would give us a warning for voxel size
HA!
Chapter 1 video 4 'volume modeling' in the course doesn't have audio.
sick, thanks
You bet!
Sensational!!!!!... Please texture cheese! Please! Please!
haha, if you watch my latest "ooze" tutorial, I cover how to set up Subsurface Scattering and get this type of look!
what's the different from boolean?
Everything!!!! No ugly geometry that results from Booles.
I just don't understand how to make some sharper edges. I really have problems in combining smooth edges and the hard ones
Bringing down the Voxel Size will make everything sharper, just like smaller pixels.
Cool
Great! Thank you
For the cheese: Wouldn't it have been easier to just put a single sphere in a cloner and adjust random as desired - then placing the cloner in the voxel-tree and set to subtract? Still - great info as usual, EJ.
Totally, and that's a great thing to point out! But for this I wanted more art directable control and if I wanted a TON of holes, cloners would definitely have been the way. In the end I had about 12 or so spheres that I just placed precisely where I wanted them without messing with random seeds hoping one of them works! Procedural vs. handcrafted!
Could probably add Xpresso >> Set Driver on the original sphere's "Perfect Primitive" attribute & then Set Driven on duplicate sphere. Should skip the step of checking off each sphere's "Perfect Primitive" attribute.
how i get it?
You know how! Maxon.net
Can u make a 3d noise special? plz!! 😬
Whats that??
Great video! Quick question. Is it possible to check "perfect primitive" on a sphere inside a cloner, which is inside the volume builder??
it should work!
Love this tutorial! I´m just wondering how you put different materials on the mashed object. Of course you could select the polygons on simple objects but that can´t be the solution is it? do you have any idea?
as of right now thats the only way to be able to apply materials is to make it editable and do polygon selections
@@eyedesyn Actually I figured another way with vertex maps. Cause on easy shapes it might be ok to have the polygon selection but when it gets more funky you want to work better with vertex.
@eyedesyn
Hello freind, I hoped you could help me with something.: Is there an easy way to take a scene that has 125 individual, Motext numbers, and get them to face the camera? it sounds easy at first, but if there is any way to also keep them editable. using a null doesnt help. Both "face camera" and "target" cause everything to face awy from the camera. i cant rotate the axis without making editable mesh. Any idea's??? My numbers are arranged in a 5x5x5 grid. It boggles the mind why anyone would want text to face away from the camera.
i would place each of the objects in a Null, and then apply the target to the Null so then you can freely rotate the child object to the correct angle!
@eyedesyn Which rendering software do you use?
Currently Octane