Camera Projection and Global Illumination in Cinema 4D – Part 2 – Compositing the Scene in After Effects

Camera_Projection_and_Global_Illumination_in_Cinema_4D_-_Part_2_-_Compositing_the_Scene_in_After_Effects

In part two, I show you how to set up your scene to render for compositing. We set alpha passes, depth of field passes, AO and GI passes. Then, In After Effects, we composite the scene using curves, colored solids, blurs, Frischluft Lencare, and Red Giant Knoll Light Factory.

Camera Mapping and Projection in Cinema 4D – Part 1

Camera_Mapping_and_Projection_in_Cinema_4D_-_Part_1

In part one of this tutorial, I show you how to set up a camera projected scene in Cinema 4D using a photograph. Then we animate the letters using Mograph 2 and light the scene by using a combination of Global Illumination and Ambient Occlusion. In Part Two of the tutorial, I will show you how to set up this scene for multi-pass rendering, Depth of Field and for compositing in After Effects.

Ambient Occlusion Using Mib_Amb_Occlusion Node in Autodesk Maya

Ambient_Occlusion_Using_MIB_Amb_Occlusion_Node_in_Autodesk_Maya

Occlusion is a fast and simple method to simulate the effects of global illumination. Ambient occlusion is most often calculated by casting rays in every direction from the surface. Rays which reach the background or “sky” increase the brightness of the surface, whereas a ray which hits any other object contributes no illumination. As a result, points surrounded by a large amount of geometry are rendered dark, where as points with little geometry on the visible hemisphere appear light. The soft appearance achieved by ambient occlusion alone is similar to the way an object appears on an overcast day. So what basically this shader does is try to re-create the effect of ambient occlusion.