Dendritic Cell

It’s late night Saturday night, which means its time to rev up Cinema 4D and see what I can do with it. Found this old model of a Dendritic cell from an old project. Dendritic cells are a component of the human immune system. I took the base model (shown below) displaced and smoothed a bit, then cloned the little white spheres (representing the antigens the cell presents to other immune cells) via the Mograph cloner object. A little subsurface scattering, transparency, ambient occlusion and the ever-present medical animation “floaties” and I’m beginning to get something interesting.

The low-res, untextured base model was built in Maya by another 3D artist, and then exported for use in Cinema 4D. Below is the low res model we started with.

Below are a few Dendritic Cell images found on the web which were used as reference:

Thanks for looking!

Micro Crystals

Here’s an image that began as an experiment in Cinema 4D. It was included recently in an earlier post on my blog.

The result begins to resemble a macro shot of ice crystals, or some other crystalline formation. I really liked how the original image above turned out, which was created about a year or 2 ago, and always intended to explore what more could be done with it. I just recently re-discoverd the file, and finally had the chance to experiment with it some more; the result being this short animation clip.

The entire model is parametric, generated from a simple plane whose faces are randomly extruded via the MOGRAPH EXTRUDE object and altered with the RANDOM EFFECTOR, with visibility being the only parameter checked. The MOGRAPH DISPLACER DEFORMER was applied and then additional displacement was added in the shader. I also used the Transluscent Pro plugin shader for quick subsurface scatterring (transparency is actually inactive here). You can see the general workflow in the image below.
If time allows, I hope to do a more in-depth tutorial soon.

Click to enlarge

Bone World

Heres another set of images created in Cinema 4D derived from what was essentially an idea to create bone matrix at a microscopic level a few years ago.

What you see here is what you get when you throw a wavy spline into a cloner, and then the cloner into a metaball object. Sub-poly displacement and ambient occlusion help create bumpy pock marked surface. Environmental fog and depth of field help to give a sense of scale and distance.

The result is looking more like a rocky, or bark-like terrain moreso than bone, but thought it was cool. Another happy surprise from C4d.