Pyrocluster experiment

A Friday night Cinema 4D experiment. Playing with pyrocluster, a volumetric shader that creates some interesting volumetric cottonballs among other things. I use it a lot for smoky environments.

Applied a little (OK a LOT) of Video Copilot’s TWITCH plugin in post as well as ReelSmart motion blur and a touch of frischluft Out of Focus.

I’d say it was inspired by undersea footage of the gulf oil leak, but I’d be lying.

Loops three times. Don’t stare too long.

7 thoughts on “Pyrocluster experiment

  • Breathtaking! Makes me think about learning C4D! I’ve invested a lot of time into Maya, but I wonder if it wouldn’t hurt to diversify–what are your thoughts? Would it be better for me to focus all of my energies on becoming an expert in Maya, or become a more well rounded 3D artist?

  • Hey Thanks Andrew–sorry for the late reply.

    Maya is a powerful app, however if you were curious about Cinema 4D then I’d recommend heading over to and downloading the 42 day fully functional demo and see for yourself.

    If you are feeling unsatisfied with Maya, then spend a few hours with Cinema 4D, see how it feells and how it compares and contrasts to Maya.

  • Tell me, what do you think it is that makes that “signature Cinema4D look” – now that I am becoming familiar with it I see it everywhere on TV–like award show logos/lettering – it seems to always have more pronounced depth of field, and something I can’t quite put my finger on–almost like the colors are less saturated in some ways, but more in other ways. It’s beautiful–I’m wondering if being a C4D user you know exactly what I mean, or if I just sound crazy.

  • Hi Andrew

    No you don’t sound crazy. I hear that quite a bit from animators using other packages.

    From my experience it’s easier to get a rich organic feel to your renders via C4d, but no matter which package you use , the look you achieve is the result of your understanding of the app (lighting, texturing) as well as knowing how to manipulate that look in post (multipass compositing, grading etc).

    It’s hard to say, but I feel the less saturated look you mention is probably a result of the use of Global Illumination via c4d’s Advanced Render module or 3rd party renderers like VRAY. The more saturated look could be due to the default light and render settings you get right out of the box, as well as the rich shaders available in c4d.

    Depth of field seems to be a trend in cg (and one I quite like) but can be achieved in any package. C4d’s in-camera DOF has its issues, however there are a few ways around those issues (3d plugins, AE/post plugins).

    Maybe it is just easier to get a good (or at least familiar) look out of c4d then it is out of say maya or max.

    • Hi Michael–thanks for posting.
      I think I just started with the “volcano” setting, made sure there was a light with shadows activated to help create the fluffy volume, then played with the noise color and density settings.

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