19.0

12 Materials
We will now create our own material. Open the QS_Material.c4d file. You can see in the Object Manager to the right
that the object does not yet have a texture applied to it. Click on CREATE/NEW MATERIAL in the Material Manager
at the lower left.
A standard material has been created. If you click on this material its properties will be made visible in the Attribute
Manager to the right. In the Basic tab you can determine which channels should be activated for this material. Go
ahead and activate the Bump channel. As soon as you have done that a new tab will appear in the Attribute Manager
for the Bump channel. Now click on the Color tab and load a texture into the material by clicking on the small arrow
next to Texture. Choose Load Image and load Iristexture.jpg from the installation USB stick.
In the mini-preview of the Material Manager at the lower left of your screen you will see the texture displayed as soon
as it has been loaded. This gives you a good overview of the materials being used in the scene.
Repeat this procedure for the Bump channel and load Iristexture_bump.jpg into the channel. This JPEG contains the
grayscale version of the iris texture which we need to create a relief effect for the surface. You can also choose Filter
(click on the small light gray arrow next to the word Texture in the Bump channel) and load the color texture here
and set its saturation to -100 %. This saves you from having to load a second image. The bright areas of the image
will later appear to be raised on the object and the dark areas of the image will appear to be somewhat indented.
A true deformation of the object will only take place in the Displacement channel. The Bump channel does not alter
the polygon’s surface but uses an optical illusion to give the surface its structure.