Saturday, November 23, 2013

Saturday, June 8, 2013

ct0007 - Create fireworks using Tracer and Sketch & Toon shader

In this tutorial, you will create fireworks using Tracer, shown in Figure 1.
Figure 1
1. Choose MoGraph > Tracer from the main menu; a Tracer is added to the Object Manager.

2. Choose Simulate > Particle > Emitter from the main menu; a Emitter is added to the Object Manager.


3. Make sure the Tracer is selected in the Object Manager. In the Attribute Manager, choose the Object button; the Object Properties area is displayed. In the Object Properties area, drag Emitter to the Trace Link, as shown in Figure 2.
Figure 2
4. Make sure that Emitter is selected in the Object Manager. Press and hold the left mouse button on Emitter and drag the cursor to Tracer in the Object Manager; the Emitter is connected to Tracer in the Object Manager.

5.  Select the Tracer in the Object Manager. In the Attribute Manager, choose the Object button; the Object Properties area is displayed. In the Object Properties area, select From End from the Limit drop-down list and enter 15 in the Amount edit box.

6.  Select the Emitter in the Object Manager. In the Attribute Manager, choose the Particle button; the Particle area is displayed. In the Object Properties area, set the parameters as follows:

Birthrate Editor: 2000                    Birthrate Renderer: 4000
Start Emission: 0                           End Emission: 25
Lifetime: 100                                Speed: 400

7. In the Attribute Manager, choose the Emitter button; the Emitter area is displayed. In the Emitter area, set the parameters as follows:

X-Size:  0                                   Y-Size: 0
Angle Horizontal: 360                  Angle Vertical: 180

8. Now, choose the Play Forwards button; the emitter is displayed in the viewport, as shown in Figure 3.
Figure 3
9. Select the Tracer and Emitter and create a copy of it; Tracer.1 is added to the Object Manager. Select Emitter connected to Tracer.1. In the Attribute Manager, choose the Particle button; the Particle area is displayed. In the Object Properties area, set the parameters as follows:

Start Emission: 25                           End Emission: 55
Lifetime: 125                                

10. Select the Tracer.1 and choose the Coord. button in the Attribute Manager. Next, enter -1467 in the P . X spinner; the Tracer.1 is positioned in the viewport, as shown in Figure 4.
Figure 4
11. Again, create a copy of  Tracer and Emitter;  the Tracer.2 is added to the Object Manager. Select Emitter connected to Tracer.2.In the Attribute Manager, choose the Particle button; the Particle area is displayed. In the Object Properties area, set the parameters as follows:

Start Emission: 45                           End Emission: 100
Lifetime: 125                                

12. Select the Tracer.1 and choose the Coord. button in the Attribute Manager. Next, enter 674 in the P . X spinner; the Tracer.1 is positioned in the viewport.

13. In the Object Manager, select the Tracer and right-click on it; a flyout is displayed. In the flyout, choose Sketch Tags > Sketch Style; a Sketch Style Tag is added to the Object Manager, as shown in Figure 5.
Figure 5
14. Select the  Sketch Style Tag in the Object Manager. In the Attribute Manager, choose the Lines button; the Lines area is displayed. In the Attribute Manager, expand the Default Visible attribute; the Default Visible area is displayed, as shown in Figure 6.
Figure 6
15. In the Default Visible area, expand the Modifiers area and select the Along Stroke check box, as shown in Figure 7.
Figure 7
16. In the Along Stroke area, set the color of Gradient, as shown in Figure 8.

Figure 8
17.  In the Object Manager, select the Tracer.1 and right-click on it; a flyout is displayed. In the flyout, choose Sketch Tags > Sketch Style; a Sketch Style Tag is added to the Object Manager.

18.  Select the  Sketch Style Tag in the Object Manager. In the Attribute Manager, choose the Lines button; the Lines area is displayed. In the Attribute Manager, expand the Default Visible attribute; the Default Visible area is displayed.

19.  In the Default Visible area, expand the Modifiers area and select the Along Stroke check box.

20.  In the Along Stroke area, set the color of Gradient, as shown in Figure 9.
Figure 9
21.  In the Object Manager, select the Tracer.2 and right-click on it; a flyout is displayed. In the flyout, choose Sketch Tags > Sketch Style; a Sketch Style Tag is added to the Object Manager.

22.  Select the  Sketch Style Tag in the Object Manager. In the Attribute Manager, choose the Lines button; the Lines area is displayed. In the Attribute Manager, expand the Default Visible attribute; the Default Visible area is displayed.

23.  In the Default Visible area, expand the Modifiers area and select the Along Stroke check box.

24.  In the Along Stroke area, set the color of Gradient, as shown in Figure 10.
Figure 10
25. Choose the Edit Render Settings tool from the Command Palette; the Render Settings window is displayed. In this window, choose the Effect button; a flyout is displayed. In this flyout, choose Glow and Sketch and Toon options; the Glow and Sketch and Toon effects are added to the Render Settings window. 

26. In the Render Settings window, select the Sketch and Toon option; the Sketch and Toon area is displayed. In this area, choose the Shading button; the Shading area is displayed. In this area, select black color for Color attribute. 

27. In the Render Settings window, select the Glow option; the Glow area is displayed. In this area, enter 10 in the Size spinner. 

28. Render the scene.

Thursday, May 30, 2013

ct0006 - Creating vector art using MoSpline in Cinema 4D

In this tutorial, you will create vector art using MoSpline, shown in Figure 1.

Figure 1

1. Choose Create > Spline from the main menu; a cascading menu is displayed. Now, choose Circle from it; a Circle is added to the Object Manager.

2. Choose MoGraph > MoSpline from the main menu; a MoSpline is added to the Object Manager.

3. Make sure the MoSpline is selected in the Object Manager. In the Attribute Manager, choose the Object button; the Object Properties area is displayed. In the Object Properties area, enter -12.5 in the Offset spinner and enter 85.1 in the Start spinner.

4. Make sure the MoSpline is selected in the Object Manager. In the Attribute Manager,choose the Simple button; the Simple area is displayed. In the Simple area, set the parameters as follows:

Length: 5831           Segments: 56               Angle H: 176          
Angle P: 271           Angle B: 360               Curve:  -143               
Bend: -87              Twist: 360                  Width: 1.5

After entering these values MoSpline is displayed, as shown in Figure 2.
Figure 2
5. Choose Create > NURBS from the main menu; a cascading menu is displayed. Now, choose Sweep NURBS from it; a Sweep NURBS is added to the Object Manager.

6. Make sure that MoSpline is selected in the Object Manager. Press and hold the left mouse button on MoSpline and drag the cursor to Sweep NURBS in the Object Manager; the MoSpline is connected to Sweep NURBS in the Object Manager. Similarly, drag Circle to Sweep NURBS in the Object Manager; the Circle is connected to Sweep NURBS in the Object Manager. 

7. Choose MoGraph > Cloner from the main menu; a Cloner is added to the Object Manager.

8.  Make sure that SweepNURBS is selected in the Object Manager. Press and hold the left mouse button on SweepNURBS and drag the cursor to Cloner in the Object Manager; the SweepNURBS is connected to Cloner in the Object Manager. 

9. Make sure that Cloner is selected in the Object Manager. In the Attribute Manager, select Radial from the Mode drop-down list and set the parameters as follows:

Count: 11             Radius: 2

10. Make sure that Cloner is selected in the Object Manager. In the Attribute Manager, choose the Coord. button; the Coordinates area is displayed.

P . X: 121            R . P: -90

11. Make sure that Cloner is selected in the Object Manager. Next, choose MoGraph > Effector > Formula from the main menu. Make sure Formula is selected in the Object Manager. In Object Manager, choose the Parameter button; the Parameter area is displayed. Select the Scale and Rotation check boxes.

12. In the Parameter area, set the parameters as follows:

P . X: 0             P . Z: -34             Scale: -26.4
R . H: 108         R . P: 151           R . B: -190

13. Double-click in the Material Manager,a new material with the name Mat is created. Double-click on Mat; the Material Editor is displayed. 

14. In the Material Editor, set the color to green. Next, choose the arrow button corresponding to Texture; a flyout is displayed. Choose Gradient from the flyout.

15.Choose the Gradient button; the Shader Properties area is displayed. In this area, set the parameters as shown in Figure 3. 
Figure 3
16.Choose Create > Environment > Background from the main menu; the Background object is added to Object Manager.

17. Double-click in the Material Manager,a new material with the name Mat is created. Double-click on Mat; the Material Editor is displayed.

18. In the Material Editor, choose the arrow button corresponding to Texture; a flyout is displayed. Choose Gradient from the flyout. Choose the Gradient button; the Shader Properties area is displayed. In this area, set the parameters, as shown in Figure 4.
Figure 4
19. Apply Mat shader to Cloner and Mat.1 shader to Background.

20. Create a light in the viewport. Select Light in the Object Manager. Choose the General button in the Attribute Manager; the General area is displayed. In this area, enter 207 in the Intensity spinner and set the parameters as follows:

R: 180                     G: 236                          B: 48

21. In the General area, select Shadow Maps (Soft) from the Shadow drop-down list.

22. Choose Render Settings tool from the Command Palette; the Render Settings window will be displayed. In the Render Settings window, choose Effects button; a flyout will be displayed. Choose Ambient Occlusion.

23. Choose the Render to Picture Viewer tool from the Command Palette. The abstract model is rendered in the Picture Viewer window.

Wednesday, May 22, 2013

ct0005 - Creating animation using MoGraph and Softbody Dynamics

The Dynamics Body tag consists the object-relevant properties of both the Rigid and Soft Bodies and is the most important control element for Dynamics.  In this tutorial, you will create motion graphics animation, shown in Figure 1.
Figure 1
1. Choose Create > Object from the main menu; a cascading menu is displayed. Now, choose Sphere from it; a Sphere is added to the Object Manager.

2. Make sure the Sphere is selected in the Object Manager. In the Attribute Manager, choose the Object button; the Object Properties area is displayed. In the Object Properties area, enter 10 in the Radius spinner.

3.  Choose Create > Spline from the main menu; a cascading menu is displayed. Now, choose Circle from it; a Circle is added to the Object Manager. In the Object Properties area, select XZ from the Plane drop-down list.

4. Choose MoGraph > Cloner from the main menu; Cloner is added to the Object Manager.

5. Create a cloner using the Cloner tool. In the Attribute Manager, select Object from the Mode drop-down list.

6. Make sure that Cloner is selected in the Object Manager. In the Attribute Manager, choose the arrow button next to the Object text box and select Circle in the Object Manager. The Circle object is added to Object text box.

7. Make sure that Cloner is selected in the Object Manager. In the Attribute Manager, enter 450 in the Count spinner.


8.  In the Object Manager, select Sphere and then drag it to Cloner; the Sphere is connected to Cloner. Also, clones of Sphere are created in the Perspective viewport, as shown in Figure 2.
Figure 2
9. Make sure that Cloner is selected in the Object Manager. Right-click on it; a shortcut menu is displayed. Choose Simulation Tag > Rigid Body from the shortcut menu; the Dynamics Body tag is added to Object Manager, as shown in Figure 3.
Figure 3
10. Select the Dynamics Body tag in the Object Manager. In the Attribute Manager, choose the Collision button; the Collision area is displayed. In the Collision area, select Apply Tag to Children from the Inherit Tag drop-down list. Next, select Top Level from the Individual Elements drop-down list. 

11. In the Collision area, select Ellipsoid from the Shape drop-down list and enter 8 in the Size Increment spinner. Next, set the parameters as follows:

Bounce: 5                          Friction: 5                               Collision Noise: 5

12. In the Attribute Manager, choose the Force button; the Force area is displayed. In the Force area, set the parameters as follows: 

Follow Position: 5             Follow Rotation: 5                   Drag: 1.7

13. Choose the Play Forwards button; the simulation begins.

14. Select Cloner in the Object Manager and create a duplicate of it. The Cloner.1 is added to the Object Manager. 

15.  In the Object Manager, select Cloner and Cloner.1. Next, choose MoGraph > Effector > Formula from the main menu. Make sure Formula is selected in the Object Manager. In Object Manager, choose the Falloff button; the Falloff area is displayed. In this area, select Cylinder from the Shape drop-down list. 

16. In the Falloff area, set the parameters as follows:

Size: 268, 100, 338


17.  Choose the Play Forwards button; the simulation begins, as shown in Figure 4.
Figure 4
18. Double-click in the Material Manager,a new material with the name Mat is created. Double-click on Mat; the Material Editor is displayed. 

19. In the Material Editor, set the color to black. Next, choose the arrow button corresponding to Texture; a flyout is displayed. Choose Layer from the flyout.

20. Choose the Layer button corresponding to Texture; the Shader Properties area is displayed. In this area, choose the Shader button; a flyout is displayed. Choose Fresnel from the flyout, as shown in Figure 5.
Figure 5
21. Choose the color swatch corresponding to Fresnel in the Shader properties area. In the Shader Properties area, set the Gradient as shown in Figure 6.
Figure 6
22. In the Material Editor, choose the up arrow button on the extreme top right of the Material Editor. In the Shader Properties area, choose the Normal button corresponding to color swatch; a flyout is displayed. Choose Hard Light from the flyout.

23. In the Shader Properties area, choose the Shader button; a flyout is displayed. Choose Effects > Ambient Occlusion from the flyout, as shown in Figure 7.
Figure 7
24.  In the Shader Properties area, choose the Normal button corresponding to color swatch; a flyout is displayed. Choose Overlay from the flyout; the blending mode of Ambient Occlusion is set to overlay.

25. Again, choose the Shader button; a flyout is displayed. Choose Color from the flyout; the Color layer is added to the  Shader Properties area. Set the blending mode of this layer to Multiply as done earlier. Also, change the color to red; the shader is created, as shown in Figure 8.
Figure 8
26. In the Material Editor, select the Glow check box; the glow is added to the shader. Next, select the Reflection check box; the Reflection area is displayed. In this area, enter 5 in the Brightness spinner. Also, clear the Specular check box. Close the Material Editor.

27. In the Material Manager, create a copy of Mat shader; Mat.1 shaded is created in the Material Manager.

28. Double-click on Mat.1; the Material Editor is displayed.  In the Material Editor, choose the Layer button corresponding to Texture; the Shader Properties area is displayed. Click on the color swatch corresponding to Color layer; the Shader Properties area is displayed.  In this area, set the parameters as follows:

R: 89                G: 0                      B: 255

29. Apply Mat shader to Cloner and Mat.1 shader to Cloner.1; the shaders are added to cloners, as shown in Figure 9.
FIgure 9
30. Create a light in the viewport. Select Light in the Object Manager. Choose the Coord button in the Attribute Manager; the Coordinates area is displayed. In this area, enter 73.4 in the P . Y spinner. Next, choose the Lens button; the Lens Effects area is displayed. In this area, select Blue 2 from the Glow drop-down list. 

31. Choose the Edit Render Settings tool from the Command Palette; the Render Settings window is displayed. In the Output area, select All Frames from the Frame Range drop-down list.

32. Choose Render to Picture Viewer tool from Command Palette; the rendering begins in the Picture Viewer window.

Wednesday, May 15, 2013

Coming Soon - Abstract Animation C4D Tutorial

Animation created using MoGraph and Softbody Dynamics



Stay tuned !!!

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Sunday, May 12, 2013

ct0004 - Create abstract flower shape using animated growing splines in CINEMA 4D

The MoSpline is a Spline generator with which you can grow flower-like spline shapes and animate growing splines. In this tutorial, you will create motion graphics, shown in Figure 1 using Mospline.
Figure 1
1. Choose Create > Spline from the main menu; a cascading menu is displayed. Now, choose Circle from it; a Circle is added to the Object Manager.

2. Make sure the Circle is selected in the Object Manager. In the Attribute Manager, choose the Object button; the Object Properties area is displayed. In the Object Properties area, enter 5 in the Radius spinner.

3. Choose MoGraph > MoSpline from the main menu; MoSpline is added to the Object Manager.

4. Make sure the MoSpline is selected in the Object Manager. In the Attribute Manager,choose the Object button; the Object Properties area is displayed. In the Object Properties area, enter 0.7 in the Offset spinner and clear the Extend End check box.

5. Make sure the MoSpline is selected in the Object Manager. In the Attribute Manager,choose the Simple button; the Simple area is displayed. In the Simple area, set the parameters as follows:

Length: 1086          Steps: 24                    Segments: 100 
Angle H: 198          Angle P: 183               Angle P: 182 
Curve:  129            Bend: 48                    Twist: 50
Width: 3.19

After entering these values MoSpline is displayed, as shown in Figure 2.
Figure 2
6. Choose Create > NURBS  from the main menu; a cascading menu is displayed. Now, choose Sweep NURBS from it; a Sweep NURBS is added to the Object Manager.

7. Make sure that MoSpline is selected in the Object Manager. Press and hold the left mouse button on MoSpline and drag the cursor to Sweep NURBS in the Object Manager; the MoSpline is connected to Sweep NURBS in the Object Manager. Similarly, drag Circle to Sweep NURBS in the Object Manager; the Circle is connected to Sweep NURBS in the Object Manager. 

8. Select MoSpline in the Object Manager. Choose MoGraph > Effector > RandomRandom is added to the Object Manager.

9. Select Random in the Object Manager. Choose the Parameter button. Expand the Transform area, clear the Position check box and select the Scale check box. Next, enter 0.38 in the S . Y spinner. Next, enter 0.45 in the S . Z spinner.

10. In the Transform area, select the Rotate check box and enter 36 in the R . H spinner and 6 in the R . P spinner. 

11. Choose Create > Light > Light from from the main menu; a light  is added to the Object Manager.

12.  Make sure that Light is selected in the Object Manager. In the Object Manager, choose the General button. In the General area, select Shadow Maps (Soft) from the Shadow drop-down list and Volumetric from the Visible Light drop-down list.

13. Choose the Visibility button. In the Visibility area, enter 25 in the Outer Distance spinner. Choose the Lens button in the Attribute Manager and select Candle from the Glow drop-down list.

14. Now, invoke the Move tool and place the Light in center of the MoSpline in the Perspective viewport, as shown in
 Figure 3.
Figure 3
15. Choose Create > Light > Light from from the main menu; a Light.1 is added to the Object Manager. place the Light on the top of the MoSpline, as shown in Figure 4.
Figure 4
16. Double-click in the Material Manager; a new shader with the name Mat is created in the Material Manager. Select the shader; the Material Editor is displayed. In the Color area, set the parameters as follows:

R: 143          G: 34         B: 197

17. In the Material Editor, select the Reflection check box; the Reflection area is displayed. In the Reflection area, enter 46 in the Brightness spinner.

18. Make sure the Mat is selected in the Material Manager. Drag and drop the Mat shader on the MoSpline in the Object Manager; the Mat is applied to the MoSpline.

19. Choose the Render to Picture Viewer button from the Command Palette; the rendering takes place in the Picture Viewer window.







Tuesday, April 30, 2013

ct0003 - Create puffy fire explosion in Cinema 4D

Thinking Particles, the CINEMA 4D module is a node-based particle system and is used to control every aspect of particle motion. Using this module, we can emit particles, and collide particles with other particles and objects. Also, you can control aspects of lifelike forces such as gravity and wind.

In this tutorial, you will create the puffy fire explosion effect in a scene, as shown in Figure 1 using the Thinking Particles module and XPresso Editor.
Figure 1
1. Choose Create > Object from the main menu; a cascading menu is displayed. Now, choose Null from it; a Null is added to the Object Manager. Rename Null as Fire Explosion.

2. In the Object Manager, right-click on Fire explosion; a shortcut menu is displayed. In this shortcut menu, choose CINEMA 4D Tags > XPresso; the XPresso Editor is displayed.

3. In the XPresso Editor, right-click in the empty space; a shortcut menu is displayed. In the shortcut menu, choose New Node > XPresso > General > Time, as shown in Figure 2; Time node is created in the XPresso Editor.
Figure 2
4. Double-click on the XPresso tag in the Object Manager; the XPresso Editor window is displayed. In this window, select the Time node and click on the red square; a flyout is displayed. Choose Frame from the flyout, as shown in Figure 3; the Frame port is added in the Time node.

Figure 3

5. In the XPresso Editor, right-click in the empty space; a shortcut menu is displayed. In the shortcut menu, choose New Node > XPresso > Logic > Compare, as shown in Figure 4; Compare node is created in the XPresso Editor.

Figure 4
6. Select the Compare node in the XPresso Editor. In the Attribute Manager, choose the Node button; the Node Properties area is displayed. In this area, make sure Real option is selected in Data Type drop-down list and select <= from the Function drop-down list, refer to Figure 5.
Figure 5
7. In the Attribute Manager, choose the Parameter button; the Parameter area is displayed. In this area, 30 in the Input 2 spinner.

8. Double-click on the XPresso tag in the Object Manager; the XPresso Editor window is displayed. In this window, right-click in the empty space; a shortcut menu is displayed. In the shortcut menu, choose New Node > Thinking Particles > TP Generator > PStorm, as shown in Figure 6; PStorm node is created in the XPresso Editor.
Figure 6
9. In the XPresso Editor, select the PStorm node and click on the blue square; a flyout is displayed. Choose On from the flyout, as shown in Figure 7; the On port is added in the PStorm node. Repeat the step and choose Emitter Alignment from the flyout; the Emitter Alignment port is added in the PStorm node.
Figure 7
10. Select the PStorm node in the XPresso Editor. In the Attribute Manager, choose the Parameter button; the Parameter area is displayed. In this area, select Rectangle option from the Type drop-down list and select Shot from the Birth Type drop-down list and set parameter as follows:

Life: 1000            Speed: 100            Size: 30
X Fov: 360           Y Fov: 360            X Size: 300
Y Size: 300

11. In the XPresso Editor, right-click in the empty space; a shortcut menu is displayed. In the shortcut menu, choose New Node > XPresso > General > Object; Fire explosion node is created in the XPresso Editor, as shown in Figure 8.
Figure 8
12. Select the Fire explosion node and click on the red square; a flyout is displayed. Choose Coordinates > Global Position > Global Position from the flyout; the Global Position port is added in the Fire explosion node.

13. In the XPresso Editor, select the Frame port of the Time node and press and hold the left mouse button and drag the cursor to the Input 1 port of the Compare node; the color of the wire turns green; the Frame port of the Time node is connected to the Input 1 port of the Compare node.

14. Select the Output port of the Compare node and press and hold the left mouse button and drag the cursor to the On port of the PStorm node; the color of the wire turns green; the Output port of the Compare node is connected to the On port of the PStorm node.

15. Select the Global Position port of the Fire explosion node and press and hold the left mouse button and drag the cursor to the Emitter Position port of the PStorm node; the color of the wire turns green and the Global Position port of the Fire explosion node is connected to the Emitter Position port of the PStorm node,  as shown in Figure 9.
Figure 9
16. Choose Simulate > Thinking Particles from the main menu; a cascading menu is displayed. Now, choose Thinking Particles Settings from it, as shown in Figure 10; the Thinking Particles window is displayed.
Figure 10
17. In the Attribute Manager, make sure the Object button is chosen. In the Object Properties area, choose the arrow button next to the Particle Group field; the shape of the cursor changes. Now, select Fire in the Thinking Particles window; the Fire is added to the Particle Group field.

18. Double-click on the XPresso tag in the Object Manager; the XPresso Editor window is displayed. In this window, right-click in the empty space; a shortcut menu is displayed. In the shortcut menu, choose New Node > Thinking Particles > TP Initiator > P Pass; P Pass node is created in the XPresso Editor.

19. Select the PGroup node in the XPresso Editor. In the Attribute Manager, make sure the Parameter button is chosen. In the Parameter area, choose the arrow button next to the Group field; the shape of the cursor changes. Now, select Fire in the Thinking Particles window; the Fire is added to the P Pass node in the XPresso Editor.

20. In the XPresso Editor window, right-click in the empty space; a shortcut menu is displayed. In the shortcut menu, choose New Node > Thinking Particles > TP Dynamic > PGravity; PGravity node is created in the XPresso Editor.

21. Select the PGravity node in the XPresso Editor. In the Attribute Manager, make sure the Parameter button is chosen. In the Parameter area, choose the arrow button next to the Object field; the shape of the cursor changes. Now, select Fire explosion in the Object Manager; the Fire explosion is added to the PGravity node in the XPresso Editor. In the Attribute Manager, select the Spherical option from the Type drop-down list.

22. In the XPresso Editor window, select the P Pass node and connect the Fire port to the Fire explosion port of the PGravity node. Right-click on the empty space; a shortcut menu is displayed. In this shortcut menu, choose New Node > Thinking Particles > TP Helper > PGetData; PGetData node is created in the XPresso Editor.

23. Select the PGetData node and click on the red square; a flyout is displayed. Choose Position from the flyout; the Position port is added in the PGetData node. Right-click on the empty space; a shortcut menu is displayed. In this shortcut menu, choose New Node > XPresso > General > Object; Fire explosion node is created in the XPresso Editor.

24. Select the Fire explosion node and click on the red square; a flyout is displayed. Choose Coordiantes > Global Position > Global Position from the flyout; the Global Position port is added in the Fire explosion node.

25. In the XPresso Editor window, right-click on the empty space; a shortcut menu is displayed. In this shortcut menu, choose New Node > XPresso > Calculate > Math; Math node is created in the XPresso Editor. Select the Math node in the XPresso Editor. In the Attribute Manager, choose the Node button; the Node Properties area is displayed. In this area, select the Vector option from the Data Type drop-down list. Next, select Subtract option from the Function drop-down list.

26. In this window, select the PGetData node and connect the Position port of this node to the upper Input port of the Math: Subtract node. Figure 11 displays the Position port of PGetData node connected to the upper Input port of the of the Math: Subtract node.
Figure 11
27. Select the Fire explosion node and connect it to lower Input port of Math:Subtract node in the XPresso Editor. right-click on the empty space; a shortcut menu is displayed. In this shortcut menu, choose New Node > XPresso > Calculate > Range Mapper; Range Mapper node is created in the XPresso Editor.

28. Select the Range Mapper node in the XPresso Editor. In the Attribute Manager, choose the Parameter button; the Parameter area is displayed. In this area, set the parameters as follows:

Input Upper: 200                 Output Lower: -600
Output Upper: -550

29. Double-click on the XPresso tag in the Object Manager; the XPresso Editor window is displayed. In this window, select the Math:Subtract node and connect the Output port to the Input port of the Range Mapper node.

30. Select the PGravity node and click on the blue square; a flyout is displayed. Choose Strength from the flyout; the Strength port is added in the PGravity node. Now, connect the Strength port of PGravity node to the Output port of the Range Mapper node.

31. Choose Create > Environment from the main menu; a cascading menu is displayed. Now, choose Environment from it; the Environment is added to the Object Manager.

32. Choose Create > Shader from the Material Manager’s main menu; a cascading menu is displayed. Now, choose PyroCluster from it, as shown in Figure 12 the PyroCluster material slot is created in Material Manager.

Figure 12
33. In the Material Manager, double-click on the PyroCluster; the Material Editor window is displayed. In this window, select Fire from the Settings drop-down list in the Globals area; the Cinema 4D Studio dialog box is displayed. In this dialog box, choose the Yes button; the fire effects settings are selected. Next, enter 10 in the Min spinner and 110 in the Max spinner. Now, close the window.

34. Select the Shape from the list displayed on the left of the Material Editor; the Shape area is displayed. In this area, enter 400 in the Radius spinner.

35. Choose Create > Shader from the Material Manager’s main menu; a cascading menu is displayed. Now, choose PyroCluster - VolumeTracer from it; the PyroCluster - VolumeTracer material slot is created in Material Manager.

36. Press and hold the left mouse button on PyroCluster - VolumeTracer in the Material Manager and drag the cursor to the Environment in the Object Manager; the PyroCluster - VolumeTracer is applied to Environment in the Object Manager, as shown in Figure 13. 
Figure 13
37. Select the PyroCluster material slot is selected in Material Manager. Press and hold the left mouse button on it and drag the cursor to the Particle Geometry in the Object Manager; the PyroCluster is applied to Particle Geometry in the Object Manager.