Shane does note that there are some problems with artifacts occurring causing some problems in the model, and demonstrates when using weights becomes relevant in Cinema 4D Subdivision Modeling showing how some models can benefit. The Weight Tag in Cinema 4D is similar to adding a crease value when using Subdivisions in other 3D applications, allowing you some better control over hard edges when using a sub-D surface. However, there are some objects that can benefit from it, like the arrowhead in this example
Weighting can sometimes cause problems, so I tend to stay away from it.
CINEMA 4D PRIME SUBD MODELING SERIES
Uniform spline interpolation, on the other hand, is the better choice for animation since the subdivisions will be a uniform distance apart.In continuation for the Cinema 4D tutorial series in better understanding Subdivision modeling, Shane Benson adds another installment taking a look at using weighting to affect the tension of a HyperNURBS object in Cinema. It is capable of procedural and polygonal/subd modeling, animating, lighting, texturing, rendering, and common features found in 3D modelling applications.
Adaptive spline interpolation is usually a good choice since it generates a relatively low number of surfaces. Cinema 4D is a 3D modeling, animation, motion graphic and rendering application developed by MAXON Computer GmbH in Germany. Users can use CINEMA 4D for procedural and polygonal/subd modeling, animating, lighting, texturing, rendering, and for other common procedures found in any 3D modeling applications. In continuation for the Cinema 4D tutorial series in better understanding Subdivision modeling, Shane Benson adds another installment taking a look at using weighting to affect the tension of a HyperNURBS object in Cinema. The path spline controls the positioning of the subdivisions. CINEMA 4D is available in some distributions: Studio, Visualize, Broadcast, Prime and Lite. Sub-D Modeling in Cinema 4D Understanding Weighting. You can use this XZ plane to control the sweep, although you do lose the ability to model loops, since the contour flips over when the path runs vertically.įinally, there is another, much more powerful functionality - you can use a rail spline to control the direction and/or scale of the contour as it runs along the path. If the Banking option is disabled, the following applies: the contour spline is rotated for each subdivision so that on the one hand its Z axis is always tangential to the path spline and on the other hand its X axis is parallel to the XZ plane of the path spline. However, it is not suitable for a precise sweep since the contours may break up, depending on the path.
If necessary, the contour is also given a rotation so that the start and end contours meet with closed path splines.īanking allows you to use arbitrary 3D paths. All subsequent contours are placed in such a way that the angle change from start to finish is kept to a minimum. The contour is still placed with its Z axis tangential to the path spline. If you enable Banking, the following rules apply: The contour spline is rotated at the start of the path spline so that its X axis is parallel to the average plane of the path spline. Understanding how subdivision surfaces work is the foundation of creating good looking models using Cinema 4D's polygon modeling tools. However, the behavior of the sweep is a little more complicated with a non-planar (three-dimensional) path. If you are using a planar (two-dimensional) path spline, there are no further considerations.
The contour spline is swept along the path in the direction of the contour’s Z axis. This logo was swept parallel along two path splines (the final scale is 30%).