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CINEMA 4D R11 Quickstart – Materials
Bump: Uses an optical trick to translate light and dark elements of a texture or a shader
to simulate the height and depth of an uneven surface. Scars, wrinkles or scratches can
be simulated using this channel.
Normal: This channel is meant for use with “normal textures”. Normals give a low-res
polygon object a hi-res look when RGB textures containing the required properties are
applied. This lets a hi-res polygon object be replaced by a low-res object, thus saving
a lot of render time and offering the same visual result.
Alpha: A texture’s transparency is determined by a material’s light and dark areas.
Black equals a transparency of 100% and white makes it opaque.
Specular: This determines a material’s specular properties.
Specular Color: T h i s d e t e r m i n e s t h e c o l o r o f t h e m a t e r i a l ’ s s p e c u l a r i t y a n d c a n b e i n fl u e n c e d b y
a texture.
Glow: Gives the object a self-emitting glow.
Displacement: Deforms an object using light and dark values (calculates differences
in height). Do not confuse this with the Bump channel which only imitates an uneven
surface.
Since our eye still looks a little pale we will liven it up a little with the application of textures and shaders.
Open the “QS_Material.c4d” file. Now we have the eye we created in the previous chapter. You can see in the
Object Manager to the right that the object does not yet have a texture applied to it. We will do something
about that now.
Click on file / new material in the Material Manager at the lower left.