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Selection sets allow you to control which parts of an object are affected by a material, and we'll have a look at those here. If you want to follow along we're in chapter 807C4D. And here I have an interactive render region around my text, because that's what we're going to work on here. So I'm going to go into my Material Manager and go to Create > Load Material Preset > Light Materials. And into surfaces and the preset that I want to use is concrete cracked.
And here's to appears in my materials manager. I'm not going to drag it onto my text object. And here is applied to my text. Now, I kind of like the affect of a kind of grungy stony surface in contrast to the shiny robot surface, but it's a little dark and I really want to highlight the edges a little bit. And there's a couple ways of doing that, I'm going to create another material preset something that will contrast with it nicely. So I'm going to go back into materials.
Back in surfaces and choose bright concrete or concrete bright. And I'm going to drag it onto the text there. Now you need to be careful where you drag it. If you drag it on top of the existing material, it would just overwrite the existing material. You can't actually drag it here. But if you drag it on to the text, notice that it will appear next to that material. And it's overriding it, but it's not getting rid of the other material. Now, if I say mix textures, it will mix both of them together. And you can get really nice results by mixing textures.
You can also mix them with the colors underneath. Now, these colors are a little too strong. So I'm going to take mix textures off the first one. We'll just mix the bright concrete with the dark concrete. Now, the only thing about that is, the edges are a little bit too bright now. So, I really want to isolate the front edge. And have the bright material only rendering on that front edge, and not on the side edges. So to do that, I can use what are called selection sets. And these are codes which will identify a particular section.
So if I type in C1 and I only know this because I went through tutorials myself and learned how to do this, most of them by the amazing Rob Garrett, and I type in C1 and you'll notice that it isolates that now and only applies that to the front of the object so it's a way of isolating surfaces. Now we could take that a step further, we could create another material so let's go to Lite > Materials. Let's go back to surfaces and see what we've got in there.
There's not really much I want to use in there, so I'm going to go to stone and I'm going to choose let's think, what shall we use? Let's use plaster fragmented okay, nice, chalky kind of look. Okay I'm going to drag that one to my text and that will completely overwrite the other surfaces. But, if I select in the selection R1, it will only be applied to the edges. Now it's quite hard to see that.
Really, I should swap these around, so I should make this C1. And that will be the front element. And then I should make this one the highlight. So basically what R1 is, is the bevel, if you like. So the little beveled edge that you see there. So, what we're doing is highlighting that with light concrete. So we have the dark concrete, the concrete cracked, overall so it doesn't have a selection.
And the light concrete has a selection R1. And R1 is the fillet cap, if you like, or beveled edge. And then this one is C1, which is the front edge, okay? There're also numbers for the back, if you had bevels on the back. You could use C2 for the back surface of the text, and you could use R2 for the highlights or the bevels of the text. So that's a little bit about how you can use selection sets or selection tags to control which surfaces are affected by specific materials.
And by the way, in case you were wondering why C and R, C stands for Caps, so you'll notice that the C value is used for the front of the text, and the R value stands for Rounding. So if you like the rounded edges of the text. So if you think C is the Cap and R is the Rounding, that's an easy way of remembering it.
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