The interface is slightly different – it’s up to you to chose which window works better for you. A window shows up allowing for the same adjustments as in the Attribute Manager: To open the material’s properties you may also double-click its icon in the Material Manager. Double-click a Texture tag: In the Attributes Manager, see the material’s properties.These may be different for each object the material is mapped on. One-click a Texture tag: In the Attributes Manager, see the materials’s projection parameters.When mapped, the according object receives a Texture tag.They render only when mapped on a scene object.Digital Materials are abstract objects populating the Material Manager.That has nothing to do with its projection mode: You double-click the same tag and Attribute Manager shows you how your material is composed. This can be done differently for each object according to its geometry: You click this tag once, Attribute Manager below informs how the material is projected – aka mapped – onto the object. When you assign a material to a scene object a tag will appear right beside this object in the Object Manager list. This relates to how you handle the two issues. So keep this in mind – creating a digital material and utilizing it in your scene are two different things. Only then will your materials be rendered. (In C4D, panels are named manager.) In order to actually use one of these materials you must drag them onto one of your geometry objects (in the viewport or in the Object Manager). Materials are little files that you create and store with your project. … maybe none of them is applied to any of your objects: While you may have created 1.000+ materials inside your Material Manager … Now to start, first let’s get a common misunderstanding out of the way: Digital Material and Mapping < Also, I don’t describe Luminance since this is a lighting issue. Also, no Alpha-mapping because this definitely belongs into an article on modeling. I will not cover Transparency (this is pretty straight-forward) and Sub-Surface-Scattering (no average use-case). I will also talk about bitmaps and shaders. I will cover Diffuse, Reflection, Bump / Normal mapping and Displacement.
Which again I utilize a lot – which is stuff for another piece to write. Most important though, at least with C4D R20: It doesn’t play with C4D’s new GPU-based, fast ProRender. Why? Well – first of all this is a massive subject worth an article on its own.
Create Digital Material: But which one?ĭisclaimer: In this article I won’t talk about C4D’s new Material Node Editor.
#Material cinema 4d cromado how to#
However, I thought it useful to write down some basic rules how to set up a material properly. And you’ll find tons of info about it – not least in Cinema4D’s manual. Then again, basically all those digital material systems work the same way. And it allows to run many more 3rd-party renderers as plugins, among them Renderman, Arnold, VRay .
Now think of it: Cinema4D itself has 3 built-in photorealistic renderers. In fact, each renderer has a system of its own, creating lots of compatibilty issues that drive everyone crazy. One reason: There is no standardized material system in computer graphics today. Let me show you some fundamental Cinema4D features to create physically correct surfaces.Ĭreating a good texture may seem a confusing matter in the beginning. In Architectural Visualisation digital material makes all the difference.