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CINEMA 4D R11 Quickstart – Materials
Our eye still looks a little blind. We’ll change this in the next chapter by adding a pupil texture. Before we do
that, though, wed like to give you some more modeling tips.
Adjust the influence of HyperNURBS: Select both cubes and several polygons in the Object Manager. Press the
V“ key on your keyboard, select the “Structuremenu and click on Weight HyperNURBS“. If you now click
anywhere in the editor window with the left mouse button and drag the mouse to the right you can determine
the strength of the HyperNURBS for the selected polygons. If you are not satisfied with the result and have
unclean edges try this function in the Use Edge Tool“ mode. This will give you better results. You can also
simultaneously press the “.” key while dragging in the Viewport.
If you should want to select points that lie within an object or if you have “Only Select Visible
Elements deactivated and want to avoid accidentally selecting points on the backside of the
object simply activate “X-ray“. You will find this function under display / x-ray. This lets you see through the
object and see every point (Polygon / Edge). Accidental selection of hidden points is thus not possible and
you have an excellent overview of the inner points of the object which would normally not be visible from the
outside.
7. Quick Tutorial – Materials
A well-modeled object can make a mediocre impression if the right textures aren’t used. Textures give a
model color, highlights, structure and other important surface properties. A texture placed into the bump
channel, for example, gives the object’s surface an uneven, bumpy look without actually altering the geometric
structure. This effect can be used to imitate skin wrinkles, scars or the surface of an orange. The displacement
channel works in a similar fashion, only that it actually does change an object’s geometric structure. Using
the luminance channel you can give an object’s surface a self-illuminating property or integrate an SSS effect
(sub-surface scattering) which lends the surface a slight translucent / reflective look, like human skin or candle
wax, for example. In short: Textures have the same significance as the outer shape of an object because they
are necessary for achieving the desired atmosphere, coloring and surface structure.
We will begin with a brief introduction to the individual material channels:
Color: This is where the material’s color or the base color for the texture is set.
Diffusion: This channel makes your texture “irregular“. Through the application of a
noise shader or a texture your object receives a dirty or dusty look. If desired it can also
influence the specular, reflection and luminance channels respectively.
Luminance: The material is given an illuminative property which is also taken into account
in the Global Illumination calculation.
Transparency: This is where you determine the material’s opacity.
Reflection: Gives the material reflective characteristics.
Environment: A texture is used to simulate an environment reflection.
Fog: This channel lets you apply a fog property to a material.