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CINEMA 4D R11 Quickstart – Materials
The displacement channel deforms the polygon mesh according to the bright and dark areas of an image. Bright
areas of the texture raise the polygon mesh and dark areas lower the mesh. This lets you create a wide variety of
shapes without having to model such a complex surface, thus saving you a lot of time. The ornamental facade
of a house or the relief of a sword handle are good examples. The possibilities are endless.
Close the Material Editor window and set the HyperNURBS subdivision of the eyelids to at least 4 in the editor
(Click on the respective HyperNURBS object and change the settings in the Attribute Manager) and apply the
new material to the eyelid objects. Render the view (Ctrl+R). The result should be at least somewhat similar a
reptile’s eye.
You have seen how you can get quick results without having to create a complex texture.
CINEMA 4D’s integrated shaders and channels offer so many possible variations that you will never be able
to try them all. Play around with some of the parameters, add a couple of channels and nd out how they
influence your renderings.