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Cinema 4d asphalt texture how to#
The base color (which may also be an image or a procedural shader) is called Diffuse in CG vernacular. Let me show you how to implement it in Cinema 4D. The reflection map, or a layered stack of them – showing color information coming from the environment.The base color, image, shader – showing color information coming from the object.In computer graphics, for handling purposes this reflection composite is split up between: The mixing ratio differs according to the surface material. ( See next chapter.) The color we see is a composite: one part coming from the object itself, the rest coming from environment reflections. In reality we see a surface because it reflects color. For a quick overview be sure to check with Cinema4D’s manual. Material mapping and projection issues are not my subject here. 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.
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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.
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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.