Material concepts

19 Oct

Texture map (file) in C4d should ideally be the shape of a square. The dimentions depend on how accurate the texture needs to be. Common file size is 1024×1024 or 2048×2048 (px). Preferable sizes are: 32×32, 64×64, 128×128, 256×256, 1024×1024, 2048×2048, 4096×4096 etc…

Material Attributes

(can be found in Material Channels table in Material Editor)

Color – Color of the surface, can naturally be also grayscale. It is often recommended to create a separate color map even for a solid color surface in the paint program with some hue and value differentiations (noise), as the colours in 3d program can look unnatural at times.

Diffusion – Grayscale map that alters the way light is diffused on a surface. Generally diffusion map mutes/darkens the colors. It is useful for breaking up monotone colors and give the surface some variation. You can think of it as a dirt channel a fake AO channel or even a fake shadow/shading channel. If you are using a noise shader in my color-bump-displacement channels, for instance, you may then use that same shader in the diffusion channel to create a fake AO that matches the other channels. If you want an object to fade into darkness, say a tunnel, you can use a linear gradient in your diffusion channel. You can also load the falloff shader into your diffusion channel if you want all your objects to be dark/in shadow on the bottoms (for instance) without the use of a specific light source. Or of course you can just load a noise shader or bitmap into the channel to get random dark dirty areas on your model.

Luminance – Luminescent color (can be used as a light source in GI). With out GI the luminance channel is just self luminance.

Transparency – Transparency (includes the ability to set refractionto distort how light passes through the material)

Reflection – Reflection

Environment – False Reflection (allows the bitmap to be loaded to simulate a reflection at much faster render speed)

Fog – Fog simulation

Bump – Virtual bumps on the surface (only affects the appearance of geometry)

Normal – Works similar to bump channel but allows for a better result for export by calculating each point in 3d space rather than just z-space like the bump channel.

Alpha – Alpha masks can be loaded using bitmaps or built in shaders within c4d.

Specular – Highlight or light bounce. Lights and their position reveal these highlights on your scene.

Specular color – Highlight color

Glow – Halo around an object

Displacement – Realistic bumps on a surface (deforms the geometric mesh of an object)

Shaders

  • BANJI – a glass type shader
  • BANZI – a wood shader
  • CHEEN – a biological class shader that is good for medical renders
  • DANEL – a metallic material that is good for ornaments, car paint and any metal surface
  • MABEL – a stone and marble type surface
  • NUKEI – allows two surfaces to be combined
Advertisements