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Creating Materials in CINEMA 4D

Creating Materials in CINEMA 4D

with Donovan Keith

 


Materials are one of the key tools in CINEMA 4D for adding realism and character to your 3D models and projects. Learn how to use the CINEMA 4D toolset for creating and applying materials that add color, texture, shading, transparency, and reflectivity. Author Donovan Keith walks you through a library of prebuilt textures that you can put to use right away, and then shows how to analyze and re-create common real-world materials like metal and glass from scratch. Plus, learn how to use photographs as the basis for complex layered surfaces.
Topics include:
  • Applying materials to objects, NURBs caps, and polygon selections
  • Creating glass using transparency and refraction
  • Building colorful backgrounds
  • Creating plastic, metal, and concrete
  • Mapping an image to a video screen
  • Adjusting material placement
  • Creating layered materials with photographs and the Filter shader

show more

author
Donovan Keith
subject
3D + Animation, Rendering, Textures, Video, Motion Graphics, Materials, Visual Effects
software
CINEMA 4D R14
level
Intermediate
duration
2h 5m
released
Jul 26, 2013

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Introduction
Welcome
00:00 (MUSIC). Hi, I am Donovan Keith, and welcome to
00:06 Creating Materials in CINEMA 4D. In this course, we will look at what
00:11 materials are, the mechanics of how they work, and we won't stop until you have
00:14 created your own realistic materials. I'll start by showing you how to use the
00:20 content browser to search Cinema 4D's texture libraries for materials you can
00:24 use right away. Then show you how to use the different
00:28 material channels to create basic materials, like metal and glass.
00:33 We'll see how to create complex layered surfaces, using photo based textures and
00:38 the filter shader. We'll be covering all these features plus
00:41 plenty of other tools and techniques. By the end of this course, you'll be able
00:45 to take even the simplest of models and use materials to give them a sense of
00:50 substance and history. Now, lets get started with creating
00:54 materials in Cinema 4D.
00:56
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Using the exercise files
00:00 If you are a premium member of the lynda.com library, you have access to the
00:04 Exercise files used throughout this course.
00:06 These files can be found on the Exercise Files tab on the main course page.
00:11 The Exercise files are divided by chapter and numbered by exercise.
00:17 Each exercise will have it's own .C4D file, with the same name as the exercise.
00:22 You may also see a file with the word End as the suffix.
00:26 These End files contain the materials you should be able to create by following the videos.
00:30 In addition to the main C4D project file, you may also see a folder called tex.
00:35 This is short for textures and will contain any images that you might need to
00:39 complete a given exercise. You may also see a folder labeled ref,
00:43 which is short for reference and inside you might find reference imagery that will
00:47 help you to complete your exercise. The course was recorded using Cinema 4D
00:51 R-14 Studio. But if you're using an older version of
00:54 Cinema 4D, you'll be happy to know that the materials manager hasn't changed
00:58 significantly over the past few versions. And you should be able to follow along
01:02 with pretty much all of the exercises. If you're using Cinema 4D Prime or Body
01:06 Paint, there's a chance you'll run into an error message mentioning something about
01:10 global illumination. This may have some impact on the
01:12 appearance of your lighting, but it will have no impact on your ability to create
01:16 and edit materials, which is the subject of this course.
01:19 If you don't have access to the exercise files, you can follow along from scratch,
01:23 or with your own assets. Let's get started.
01:25
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1. Understanding Materials
Understanding materials
00:00 Modeling defines the shape of an object, and lighting helps to reveal its form,
00:04 textures or materials as CINEMA calls them, reveal the substance of an object.
00:09 Everything in our world is made up of different sorts of stuff or materials.
00:14 This bucket for example, is made up of plastic and some sort of metal.
00:17 This, even though I'm not sure what it is, I can tell is metallic.
00:20 And without having to touch it, I know that this parking structure is mostly made
00:24 of concrete. Some textures are made up of multiple
00:26 surfaces, like this peeling paint, where we see both the paint and the wood below it.
00:31 And we're able to distinguish between these two materials based on the ways that
00:35 they impact the light that hits them. The paint is a little bit shinier and the
00:39 wood is more diffuse. Our goal in this course, will be to
00:42 attempt to accurately represent these different substances, so that our viewers
00:46 can identify objects and what they're made of.
00:49 In an animation, we can use movement and sound to help evoke the thingness of a thing.
00:53 But with still images, we're limited to representing different materials using
00:57 visual appearance alone. Take this teapot with tea for example.
01:00 We can take a simple teapot model in CG and apply a glass texture to it.
01:05 We can then take that model and fill it with a liquid, and use a very similar
01:08 material but slightly tweaked in order to make it look like it's full of tea.
01:12 All of these images were created using the same base model, but they all appear to be
01:17 made of vastly different substances. This is the power of materials.
01:21 Materials are one of the primary tools that we have in computer graphics, in
01:26 order to create a sense of reality. And as you can see how this single teapot
01:29 has been transformed, it's easy to make the case that materials might be the most
01:33 important element.
01:34
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Creating and applying materials to objects
00:00 After watching this video, you will be able to create and apply simple solid
00:03 color materials to your objects. Making a new material is fairly simple.
00:07 All you have to do is click on the Create New Material in the Materials Manager.
00:12 What this will create is a new material in your Materials Manager with the name of Mat/g.
00:17 You can rename this material by double clicking.
00:19 Let's call this one Blue. And you can finish naming it by hitting Return.
00:23 Double-click on your text or preview ball to open it up.
00:28 This will bring up what's called your Material Editor.
00:30 This has all of the properties for your material.
00:33 You can also access these material properties from the Attributes Manager.
00:37 However, I recommend using your Material Editor as it is better designed for this use.
00:42 You can adjust the color of your material by first clicking on the Color tab or
00:46 channel and then changing the color. You can change the color with these RGB
00:50 sliders here, and by dragging down the R and G, we get a nice blue material.
00:56 To apply our material to our object, we can drag that material onto the object in
01:00 the View port and release. We can also drag our material onto the
01:06 name of an object in the Objects Manager. Notice that our material didn't land on
01:10 our lid. So, I'm going to drag a material onto my
01:13 lid in my objects manager. We have some more options for how to
01:17 adjust the colors of our material. We can click on this colored chip, which
01:21 will bring up more advanced color picker, and I like it because it has access to
01:24 Hue, Saturation and Value. And I feel like those are just more human
01:29 ways of understanding and working with color.
01:31 If that's you preferences as well, you might decide to change your overall system
01:35 preference to work this way. To do that, go to Edit > Preferences.
01:41 Go to the units tab, and adjust your color picker.
01:44 You can choose to work in RGB or HSV. Your settings will update as soon as you
01:52 change tabs and change back in color. But I'm going to use RGB for the rest of
01:56 this series. Creating a new material is as easy as
02:02 using the new material command followed by a drag and drop.
02:04
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Using the Interactive Render Region to preview your materials
00:00 When working with materials, you'll want to make sure that you are getting the
00:02 highest quality preview of the final result that can.
00:05 In this video, we'll go over your different preview options.
00:08 Go ahead and double-click on this mirror ball texture in the Materials Manager.
00:13 The first place that you can preview your material is in the Material Editor here.
00:16 You'll see a texture preview ball, like so.
00:18 You can adjust the size of this preview by right clicking and choosing between Small,
00:23 Medium, Large and Huge. Huge is not quite so grandiose as its name
00:27 would imply, but it is a nice improvement. If you need an even larger texture
00:32 preview, you can right click on this preview and choose Open Window.
00:36 This will open up an interactive preview that you can edit.
00:40 You can also adjust the size of this window by clicking and dragging on the
00:43 right hand side. You can always render a preview of your
00:47 view port by tapping Ctrl+R or Cmd+R. You can access this same function by
00:53 pressing this first Render button. A command that I really like to use is
00:57 something called an Interactive Render Region.
00:59 Which you can access by pressing and holding on this Middle Render button and
01:02 choosing Interactive Render Region. You can also get access to it by using
01:06 Option or Alt+R on your keyboard. This will bring up a window with the four
01:11 corners that you can drag to adjust. What you typically want to do is drag
01:15 until you see a representative sample of your material.
01:18 And as you make adjustments, this will update in real time.
01:23 This typically defaults to having the triangle about halfway up, which is a low
01:27 resolution preview. If you're testing lighting that's great
01:30 but for materials, I always want to have that little triangle all the way at the
01:33 top so I get a nice crisp preview. If this is rendering a little bit too slow
01:38 for you, you can go into your render settings.
01:40 If you've activated global illumination, you'll probably want to turn that off.
01:44 If your dealing with a complex material that has blurry reflections and
01:48 refractions, you might want a change from the Standard renderer to the Physical renderer.
01:53 In the Physical tab, you can adjust your sampling quality.
01:56 Low will typically be fine for most materials.
01:59 But if that is still slow to render, you can change from the Adaptive mode to Progressive.
02:04 Which will give you a preview very quickly as you make changes and get progressively
02:09 better over time. Now this sampling mode is not to be used
02:13 for your final renders because it's insanely slow and it never ends.
02:16 When you don't need it, be sure to turn off your Interactive Render Region because
02:20 it's a big resource hog. You can also improve the quality of your
02:23 Editor Preview. If you can you want to work in OpenGL and
02:27 also in your options ensure that you have Enhanced OpenGL turned on.
02:31 You can also turn on Noises and Transparency.
02:35 Now OpenGL and especially Enhanced OpenGL can lead to instability on some systems.
02:42 So if you notice that Cinema 4D is crashing, turn off Enhanced OpenGL.
02:46 And if that doesn't work, you might just have to turn off OpenGL all together.
02:49 While waiting for a full frame render of your scene can be a nice excuse to take a
02:53 walk and grab a cup of coffee. The Interactive Render Region will help
02:56 you stay productive as you experiment with your materials.
02:59
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Using the Content Browser
00:00 In this video, we're going to talk about the content browser.
00:03 And how you can use it to take a scene that's sort of naked like this.
00:06 And turn it into a fully textured scene in just a matter of minutes.
00:11 We're starting with a scene that's got a teapot, a table, which is made out of a cube.
00:14 And a back wall that's made out of a plane.
00:17 By the end of this series you'll be able to create almost any material you want
00:20 from scratch. However just because you can do something,
00:23 doesn't mean you need to. Cinema 40 comes with a number of preset
00:26 content libraries, which are available from your Content browser.
00:30 Now, depending on your version of Cinema 4D, you may have access to different resources.
00:35 If your using Cinema 4D Prime, you'll have access to fewer materials than someone who
00:39 was say using Cinema 40 studio. Let's go ahead and explore our Content browser.
00:43 Start by clicking on the Content Browser tab on the right hand side of your screen.
00:47 Next, let's click on the Presets button up on the top of our screen.
00:52 What this will do is bring us to a Preset folder that stores a number of presets for
00:56 each of the different versions of Cinema 4D.
01:00 To adjust the size of your previews, you can use this slider down below to adjust.
01:05 You can also adjust the size of your Content browser overall by grabbing the
01:08 borders of its frame. Clicking and dragging to resize.
01:11 Now, you can click your way through each of these folders.
01:14 Like, for example, the Prime folder. Inside of there, you'll find a folder
01:17 called Materials. And a lot of good materials are found in
01:20 the Basic folder. This'll get you off to a pretty good start
01:23 for a bunch of different projects. What I'm going to do is show you how to
01:28 search the entire Content library for different materials.
01:32 The first step is to select that Presets button.
01:35 If your search window is already open, like mine, you want to click first to
01:38 close it. And click Tree open it so that it knows to
01:41 search in the current folder. And then you want to type in what you're
01:44 looking for. I'm going to start by looking for a
01:47 ceramic texture. If you don't get any results maybe search
01:53 for something like paint or chrome. But, I'm going to search for ceramic, and
02:00 I'm going to grab one of these, sort of, reddish ceramics.
02:05 And I'm going to apply that to my teapot, to make it look like it's made out of clay.
02:09 Now, you'll notice that it did not apply to my entire object, so I'm going to drag
02:13 from the Content browser onto the lid here.
02:17 Next, I'm going to search for a texture for my table.
02:19 And for that, I'm going to choose a wood. So, I'm going to type in wood, and again,
02:24 depending on your version, your results will probably vary, but somewhere in here
02:27 is probably going to be a wood texture that you can use.
02:30 For my tabletop, I'm going to try to find a tiled wood.
02:35 And I'm going to drag that onto my tabletop.
02:37 Next, I want to search for a texture for my back wall, and for that I am going to
02:42 search for paint. There is a lot of different color paints
02:45 and towards the bottom with any luck, you will find a wall paint.
02:49 And then you can click and drag that onto your back wall.
02:52 Again if you can't find this specific material, just grab any of the material
02:55 and practice applying it. Once you're done you can hit Cmd or Ctrl+R
02:59 to see what you've come up with. Now, you may notice that your render is
03:01 pretty slow. So, if you want you can also go into your
03:04 render settings and tweak those. For example, you might turn off global
03:08 illumination or advance shadows. For example, in my Options tab, I'm
03:13 going to temporarily turn off shadow and render again.
03:18 While creating a material from scratch can be a truly rewarding experience.
03:22 You should strive to remember that the finished image is what most people will be seeing.
03:26 The content presets that come with Cinema 4D can help you achieve a good looking
03:29 final result much more quickly than if you were to build every element yourself.
03:32
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Applying materials to NURBS caps and polygon selections
00:00 In this video we will create and apply materials to different parts of our object
00:04 using Polygon Selection tags. We'll also talk about the special case of
00:08 applying materials to the caps and rounding of an extruded, lofted or laved object.
00:14 As we've learned in earlier videos to apply a material to an object all you have
00:17 to do is drag and drop. Let's put down a blue base coat on both
00:21 our text and our oil tank. Click and drag the blue material from the
00:24 materials manager onto the text object and click and drag from the materials manager
00:28 onto the oil tank object. Now, if we want to restrict our material
00:32 to a portion of our oil tank, an easy way to do that is by selecting its polygons.
00:38 If I select my oil tank, and go into Polygon mode, I'll find out that I
00:41 actually can't select these polygons. So, in order to access them I need to make
00:46 my object editable, which I can do by pressing this button right here, or
00:49 hitting the C key on my keyboard. Please note that once you make your object
00:54 editable you won't be able to go back in and adjust it's parameters like radius.
00:57 So, make sure that you've got your object in the shape that you want before you do this.
01:01 What I'm going to do now is select some polygons.
01:04 And to do that, I'll take my Live Select tool and click and drag to make a selection.
01:09 I'm going to make a fairly abstract selection, but you can make one that's
01:12 more particular. To add to your selection, hold down the
01:14 Shift key and click. And to remove from your selection, hold
01:17 down the Ctrl key, click and drag. I now have the polygon selected that I
01:22 want to add my selection to, so I'm just going to click and drag my material from
01:28 my materials manager on to the selected polygons.
01:32 What this will do, is create a Polygon Selection tag on my object, which you can rename.
01:38 I'm going to name this one ArrowHead. Because for some reason, this reminds me
01:44 of an arrowhead. Now, when I render this, I'll see that
01:47 I've lost my Selection tag. It's disappeared.
01:51 And that's because my material here is looking for a Polygon selection named
01:57 Polygon Selection.1. If I want I can just type in ArrowHead.
02:04 But I'm finding that's not working for me and that's probably because I forgotten
02:07 how I capitalized it. So, what you can do is drag this triangle
02:10 from right here down into the area where it says Selection.
02:15 And it will link this material to this Selection tag.
02:18 Now, if I want to layer on an additional material it's as simple as painting out
02:23 another selection and dragging on that material.
02:27 I can also reorder these materials left to right and the left most material is the
02:31 one that will go on the bottom. And the one that is on the right will
02:35 right over any other materials underneath it.
02:40 If you want to create your own Polygon Selection tags without first adding
02:43 material, just select the polygons you want, then go to Select > Set Selection.
02:48 You can then go in and rename it like we did for the other.
02:51 Now, let's go ahead and tackle putting textures onto our text object we've got a
02:58 good base coat of blue but what I would like are red caps and green roundings.
03:03 To achieve this what I'm going to do is drag my red material onto my extrude nerbs object.
03:10 And in the selection field of my Texture tag, I'm going to type in C1.
03:15 Note that that is a capital C. What this does is restrict my material to
03:20 a Preset Selection tag that we can't see right now.
03:23 I'm going to go ahead and apply the green to the rounding, so drag that green
03:30 material onto the extruded arms. And set the selection here to capital R1,
03:35 short for rounding one. This is all looking very good, however
03:40 when I rotate to the back I see that this is not affecting the back as well.
03:44 So, what you can do is just select both of these extra tags that are on your object,
03:49 hold down the Ctrl key and click and drag to your right.
03:52 That will make a copy of them once you release.
03:55 What you're then going to do is select each one of them in turn and change the
03:59 number 1 to 2. Cap1 becomes Cap2 and for this selection
04:04 R1 becomes R2. If you're curious to know how this is
04:11 working behind the scenes, just make the Extrude nurbs object editable.
04:15 And you'll notice that each of these rounding objects has a Polygon Selection
04:22 tag named R1, which you can double click to select those polys.
04:25 But you don't have to make that object editable to take advantage of those tags.
04:29 So, I'm just going to undo back to the point where I've just gotten Extrude nurbs.
04:33 For more graphic texturing jobs, you can often get away with simply apply materials
04:38 using Polygon Selections.
04:39
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Using the various material channels
00:00 In this video, we're going to briefly go over the different material channels
00:03 available to you in Cinema 4D. Don't worry if you don't catch everything
00:07 the first time around. I'll be going into more detail about each
00:09 of these channels in future videos. Open up the Tile Tarnish Material that you
00:14 find in your Materials browser here. You'll see that we have the color channel
00:18 activated and inside of the color, I've loaded an image of some brick that I
00:22 photographed near my apartment. I'm going to take my preview here and make
00:26 it larger. I'm going to right-click and choose Open Window.
00:30 This is going to allow me to adjust the size of my preview window, and I'm going
00:34 to choose something large just so that our demonstration's a little bit more
00:37 interesting here. If you want, you can also switch to a
00:39 different object by right-clicking and choosing for example a cube or a rounded cube.
00:46 Or you can even try something a little more odd or abstract like this Object with
00:51 Soft Shadow. Which gives us a good preview of a
00:54 material that has got some hard edges as well as some smooth curves.
00:58 But, for this video I think I'm going to stick with a Sphere.
01:02 (SOUND). The color channel allows you to set the
01:04 base color for your object. This is the color of your object without
01:08 any lighting on it. The diffusion channel (SOUND), allows you
01:12 to add dirt and grime to your material. I've loaded in a black and image of a
01:17 scratched metal plate, and used that to tarnish this material.
01:22 The Luminance channel, when turned on, will take whatever texture you have in
01:26 there, and put it on top of your object, as a self-lighting element.
01:29 So the lights in your scene aren't going to affect this.
01:34 And using the combination of the shader, which is something we'll talk about more
01:36 later, and an image. I've been able to get the edges of my
01:41 bricks to glow like this. Now, I'm going to turn off Luminance,
01:45 because most materials aren't glowing like this.
01:48 The Transparency channel, when activated, will make your object transparent, and the
01:52 use of refraction can make it bend light, as it passes through.
01:55 But I'm going to turn transparency off, so that we can get a better looking tile.
02:00 The Reflection channel, allows you to simulate reflections in your scene, and
02:05 you can also load in a black and white image to adjust the strength of that reflection.
02:10 I can also modulate the overall strength of reflection in my scene, like so.
02:15 The Environment channel, is a lot like reflection, except that it allows you to
02:18 reflect an image of your choosing, as opposed to the actual environment.
02:24 The Fog channel, when activated, makes your object, foggy.
02:27 It becomes more the color you select here based on its distance.
02:32 (SOUND). The Bump channel allows you to add
02:35 scratches and surface detail to your object, using a black and white image.
02:40 The Normal channel is like an advanced bump.
02:43 And I'm not going to be getting into this in any detail.
02:45 But if you do some research on the internet, it's some pretty cool stuff.
02:49 The Alpha channel allows you to punch holes in your material using a black and
02:53 white image or shader. The Specular channel, when turned on,
02:58 creates a highlight on the surface of your object.
03:01 And you can modulate the strength of that highlight using a black and white image.
03:06 The Glow channel, when activated, will take your object and give it a glow, very
03:10 often using the color of your surface. And the Displacement channel will take the
03:15 surface of your object and move it out along the normals of its points.
03:20 Which allows you to create some effects that aren't possible with bump.
03:23 Now you don't have to use every single one of these material channels in every single texture.
03:28 In fact, I tried for this example, and it looked terrible.
03:31 For a lot of materials, you can get away with just using color, bump, and specular.
03:36
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2. Creating Simple Materials
Creating shiny plastic with the Specular channel
00:00 The Specular channel allows you to simulate the appearance of a light source
00:04 reflecting on the surface of your object. This is called a specular highlight.
00:08 In this video we're going to be creating a simple plastic material.
00:12 Something like you see in this photograph here.
00:15 These are some images of cleaning bottles, and you'll notice that they're all a
00:18 variety of different colors but their general appearance is roughly the same.
00:22 And on each of these objects there is a brighter white area.
00:27 And this white area is actually a reflection of a light source in the room,
00:31 these are our highlights on our surface. You'll notice that they are, at least for
00:36 the most part, fairly broad and soft in appearance.
00:39 And it's the specular highlight that helps to figure out what our surface is made of.
00:43 Now, I want to just show you a quick demonstration of what a specular highlight
00:47 is and how it works. I've got a scene with a simple sphere and
00:52 I've given it a reflective material. And on one side of the ball were seeing a
00:57 specular highlight and on the other side of the ball we're seeing an actual
01:00 reflection of a light source. So, the scene is fairly simple in construction.
01:05 On the left hand side, I have a Cinema 40 light source.
01:08 And it's casting a specular highlight on the left side of our ball.
01:11 And on the right hand of our scene, I've created a luminosphere simulating an
01:15 actual physical light source. Sort of, like a China ball on a film set.
01:19 And you'll notice that they look pretty similar.
01:21 If I turn off my actual, sort of, physical light we'll see that we get something that
01:26 looks like this. There's an area of illumination as well as
01:28 a bright area of reflection of our light source.
01:31 And then I'm going to turn off my Cinema 4D light and turn on instead, a reflection
01:36 of my light source. A blurry reflection, and we see, again,
01:39 something very similar. Now, our specular highlight is dependent
01:42 on the brightness of our light source and a number of other factors.
01:45 But just know that the specular channel is allowing us to simulate a reflection of a
01:50 real light source. So, go ahead and open up the shiny plastic
01:53 starting scene here. And create a new material by going to
01:57 Create > New Material. Now, name this material Shiny Plastic.
02:01 And double click on it to start editing the material.
02:07 We get a color channel by default as well as a specular channel.
02:11 The specular channel is what's contributing this highlight.
02:13 So, if you click on the check mark next to specular, you'll see that the specular
02:16 highlight is disappearing. And let's just turn it back on.
02:19 And go to our color channel here. I like to look at my reference images
02:24 whenever I'm building my materials. So, I'm going to open up that image of
02:27 that plastic again. And just keep it off to the side here.
02:35 I'm going to try and match that sort of blue turquoise bottle in the center.
02:38 So, go ahead and open up Color. And select a color that roughly matches.
02:47 For myself that's an r value of 88g of 172 and b of 200.
02:50 Next, go to the specular channel, and we can adjust the width/height, fall off and
02:59 inner width in order to better simulate our reflection of our light source.
03:02 So, let's just adjust the width here. Now, the width parameter controls how soft
03:08 your surface appears. The greater the width, the more blurry the
03:11 reflection of the light source is going to look.
03:13 If you want your object to appear hard, like a, a glass or a metal, you want to
03:17 have a fairly small width for your highlight.
03:19 For a plastic like this, I think we can get away with a width of, maybe, 40%?
03:24 Now, height is going to control the strength of the reflection in our surface,
03:28 so by increasing the height, we're making our surface feel more reflective.
03:32 Or it's also making our light source appear brighter.
03:35 If we lower the height, it's going to make our surface appear less reflective.
03:39 And what I'm going to shoot for with my height here is something that matches that
03:43 image pretty well, and for me that's, I guess, a height of about 35%.
03:47 The fall off here, allows you to control the hardness or the appearance of the
03:50 hardness of you light source. By increasing this value, there is a
03:56 harder transition between the reflection and the surface of your object.
04:01 A greater falloff number allows you to more easily simulate a large area light.
04:05 Whereas a smaller number is better for simulating a point light source, something
04:09 very bright like the sun perhaps. So, I'm going to set my falloff, it may be 12%.
04:14 And inner width here is a parameter that I don't tend to use, but basically what it
04:18 does is it sets the point of total brightness in your reflection and you can
04:22 use this to create a really hard edged bright reflection.
04:25 I'm going to keep that at 0%, though. Now, let's just apply this material to our
04:30 object and see what it look like. I'm going to drag it onto my teapot here
04:35 and give it a render. And certainly we might want to do a little
04:40 bit of tweaking but I'd say that this is a pretty good simulation of the soft plastic material.
04:44 Now, while the specular channel is something of a hack in that it's
04:48 simulation of a reflection and not an actual reflection.
04:51 The correct settings can create a shiny material that renders in a fraction of the
04:54 time it would take to render the more realistic scene with those blurry
04:57 reflections and visible area lights.
04:59
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Creating a mirror ball with the Reflection channel
00:00 The Reflection Channel allows us to simulate the appearance of shiny or
00:04 reflective objects. In this video, we're going to use the
00:06 Reflection Channel to create a mirror ball, or I guess you might know it as a
00:10 disco ball. It looks something like this.
00:12 Now, this is a photograph, so, our results will probably look a little bit different.
00:16 But this will give you a sense of what we're shooting for.
00:19 The first step is to create a new material.
00:22 And I'm going to go to my Material Manager, and go to Create > New Material,
00:26 and I'm going to name this, mirror ball. Next, I'm going to open up this material
00:35 and activate Reflection, and just apply it to my disco ball object and press Render.
00:46 Now, it's starting to look a little bit like a disco ball.
00:49 It's certainly reflecting some part of the world, we can see a reflection of our floor.
00:54 And it's looking alright in that, that sort of the plating that its got on it is
00:57 doing a lot of the work for us. But I don't know, it still looks a little,
01:00 how do you say, ugly. How do we go about making it look better?
01:04 Well, the key to creating an interesting looking reflective object, is to take your
01:09 object and put it inside of an interesting environment.
01:12 Now, I've already done some work for you in that I've created a sky object in the scene.
01:16 And if you go into your four way view, you can't really see it because it's
01:19 infinitely large, but just trust there's a big sky encompassing all of this.
01:23 And in your Material Manager, there's a material called hdri001, which I've pulled
01:27 from the content browser. Now, drag hdri001 onto your sky ball, and
01:34 give this material another Render. What you'll see is that we're now
01:40 reflecting a more interesting environment, at least in the top half of our object.
01:44 Now, if I took my mirror ball out of this studio environment, it might look even better.
01:49 Now, another thing that I might want to do is make this mirror ball look a little bit cheaper.
01:54 At the moment, it looks like we've hired NASA to create a perfect mirror for our
01:58 mirror ball. Let's go into our mirror ball texture again.
02:01 So, I'm just going to single click on that texture there.
02:03 Go to the Reflection Channel and adjust its brightness.
02:06 I'm going to set the brightness of my reflection to about 90%.
02:10 So, the reflection isn't quite as strong, and render again.
02:15 It's a little bit more dim. And if I want, I can further degrade the
02:18 quality by going into that Reflection Channel and adding what's called blurriness.
02:21 And it does exactly what you'd think. It takes your reflection and it makes it a
02:25 little bit blurrier. Now, the problem with this is that it can
02:29 be incredibly slow. Now, the machine I'm working on is
02:32 actually pretty zippy, so, you won't experience that.
02:35 But avoid cranking up the blurriness setting too high as that will definitely
02:38 slow down your renders. But looking at this material, I see that
02:42 we've done a pretty good job of simulating a mirror ball.
02:44 So, in short, the Reflection Channel can help you create realistic metals,
02:48 plastics, and other shiny objects. But bear in mind that reflections can
02:52 easily double render times, and blurry reflections can be even slower than that.
02:55
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Creating glass using transparency and refraction
00:00 In this video, we'll use the Transparency channel and the Refraction setting to
00:04 create a glass surface. Let's start by creating a new material.
00:07 Go to Create > New Material, and let's rename this material Glass.
00:14 Go ahead and double click to open up your material.
00:18 I'm going to turn off the Color channel because this is a transparent object and
00:22 it's getting most of its light just from its transparency.
00:25 I'm going to now turn on transparency by clicking on the check mark next to transparency.
00:29 Next, let's adjust our specular settings. So click on the Specular channel.
00:33 And let's just go ahead and bring down the width because this is a hard surface.
00:37 And increase the height. Depending on your scene you may be able to
00:42 turn off the specular all together. Now let's go back to the Transparency channel.
00:46 Inside of Transparency is a setting called Refraction, and this is really the heart
00:51 of any good transparent material. Go ahead and set refraction to 1.6.
00:55 Now you may wonder one, what is refraction and two, where did that number come from?
01:00 Well, I want to remind you of a really great feature in Cinema 4D which is its
01:05 online help. So if you right click on any setting in
01:08 Cinema 4D, you can choose Show Help, and that will bring up the page in the manual.
01:13 First, I see a list of useful refraction values, and one of these is Glass.
01:20 We see that glass has a refraction of somewhere between 1.44 and 1.9.
01:24 I just chose 1.6 because it's somewhere in the middle.
01:27 Now if we want, we can also take a look at what refraction is, and there's a little
01:32 illustration here. Imagine this arrow is a ray of light,
01:36 entering a spherical surface. As it enters, it enters a surface that has
01:40 a refraction index of 1.5, and it's being bent.
01:43 Now, as it exits that surface, it's being bent again.
01:47 And a refraction index of 1.0 is the same as air which as far as we're concerned
01:52 doesn't really bend the light at all. Now back at our scene here, we've created
01:59 a glass material. Let's just apply it to our teapot and give
02:02 it a render. And what we get is something like this.
02:09 It's looking pretty good considering the amount of effort that we've put in.
02:12 Now, the issues that I'm seeing are a lot of aliasing at the tops and bottoms of my teapot.
02:18 Basically those areas where there's a lot of refraction sort of piling up on top of itself.
02:23 In order to improve the look of all transparent materials.
02:26 What you need to do is go into your Render settings, go to the Anti-aliasing tab and
02:31 change anti-aliasing from Geometry to Best.
02:34 The default settings I believe are one by one and four by four.
02:38 And while that will help some, that won't completely correct a lot of the more
02:43 intense refraction problems. So to correct those, instead of cranking
02:47 up the settings for my scene as a whole. What I'm going to do is add a compositing
02:51 tag to my teapot. So I'm going to select my teapot, right
02:55 click and choose Cinema 4D Tags > Compositing.
02:59 Once there, I'm going to go into my Force Anti-Aliasing setting and check that.
03:05 The minimum is one by one and four by four.
03:07 I'm going to crank this up a bit to say four by four and eight by eight.
03:12 Now this will slow down the render of my glass.
03:15 But it will not slow down the render of anything else which is quite nice.
03:19 Now for me this might be a little bit too slow, so you can continue to play around
03:23 with these settings. Now there are a couple other settings that
03:26 I want to show you in the glass material. One of them is something called Total
03:31 Internal Reflections. And what this does is it allows you to
03:35 create effects sort of like fiber optics. Where light can get trapped inside.
03:39 And then there's this Exit Reflection Setting.
03:41 Now, both of these, if left on, give you a more realistic glass.
03:45 But for the purposes of say advertising, you sometimes want to remove extraneous
03:49 reflections and for me Exit Reflections will do that.
03:52 That'll just sort of just clean up the appearance of your material.
03:55 So I'm going to turn off Exit Reflections and let's just do one final render.
04:05 Now, we did have a wait a little bit longer for this to render, and I'd say
04:08 there are still a few anti-aliasing issues around the area of the lid.
04:11 But all in all, I'd say this is a pretty solid looking glass and it doesn't take
04:15 much effort to get a really great looking image.
04:17 With the correct transparency settings, realistic glass is surprisingly easy to recreate.
04:21
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Adding liquid to a glass using the transparency absorption settings
00:00 Accurately creating the look of liquid inside of a transparent container, is a
00:04 common challenge. Let's tackle it.
00:06 So, the goal of this video is to create something like this image that we see here.
00:10 Now, this is a photograph of a glass teapot with some tea inside of it.
00:13 Now, our teapot looks a little bit different, but the principles for creating
00:16 something like this are the same. Now in my Cinema 4D Scene, I have a teapot
00:22 model, and inside of there, you'll see a HyperNURBS object that says TeaPot.
00:27 Inside of there, another polygon object that's the teapot model itself.
00:30 I'm going to just temporarily turn off my interactive render region, and I'm
00:34 going to go into my front view. So I can see what's going on here.
00:39 I've just tapped the H key on my keyboard to frame this up, and if you type the O
00:42 key you can frame the models specifically. Now, what I have here is my tea pot model
00:47 and inside of it I've got a liquid model. Now I'm going to hide that so you can see
00:52 actually what's going on here and unhide it again.
00:54 So what I've done is taken the polygons that make up the surface of my teapot and
00:59 sort of sliced them and added a top to them.
01:01 Now the real key point here whenever you're creating a liquid is for it to
01:06 interact a little bit with the glass volume itself.
01:08 So it actually intersects with the glass. Here it is with the liquid, and without.
01:13 So you'll see it's at the edge interacting ever so slightly.
01:16 And that overlap is what allows you to get that really nice clean line of the liquid
01:21 extending all the way to the edge of your frame.
01:23 Now, another thing to keep in mind is that, whenever you're modeling the liquid,
01:26 you do not want the polygons to sit in the exact same position as the glass surface.
01:31 Because you'll get these black artifacts in your render.
01:33 So if you ever see weird artifacts in transparency, could be you have
01:36 overlapping polygons. Now let's go on to how to create a liquid.
01:40 I'm going to start by creating a New Transparent material, and call this
01:44 material Tea, tea. I'm going to turn off Color and Specular
01:50 and turn on Transparency. Now, we're going to set the refraction
01:53 index to 1.3. If you'll recall in the last video we used 1.6.
01:57 So, we're using a different refraction index to make this material look different.
02:00 And 1.3 is roughly the refraction index of water, and I assume the refraction index
02:06 of t is something pretty similar. Now, let's just apply this material to our
02:11 liquid object, and take a preview render. And for this I'm going to turn on my
02:15 Interactive Render region and render just a sliver of my scene.
02:22 And we can see that's a little hard to make out, but there's a slight line now
02:26 for our liquid. I'll go over to the edge where there's
02:28 perhaps a little more difference in shading.
02:31 I can now see that my teapot looks like it is filled with water which is pretty
02:35 accurate considering the refraction index here.
02:38 Now, in order to create a material like tea, we going to have to use something
02:42 called Absorption. Now, I am going to take another look at
02:45 the image in my picture viewer. And what I want to point out to you, is
02:49 that at the center of our tea, it is a really rich color and towards the edges
02:54 it's becoming darker. That's in part because of the environment
02:57 it's reflecting. But, you'll also notice that there are
03:00 certain parts in here where the tea is thinner and the color is lighter.
03:05 And as the tea thickens, as there's more tea in our image, it gets a little darker.
03:10 So, what we're going to do is adjust some properties of our tea here.
03:14 So, first I'm just going to change the overall Color of my liquid.
03:17 So, I'm going to click on the Transparency Color and let's just pick a maybe a light yellow.
03:23 So, for R I'm going to type in 255, for G, 208 and for B, I'm going to chose 154.
03:32 And that gives me this sort of light yellow.
03:34 Now rendering this, we'll see that we're already closer in appearance to the look
03:41 of tea. The only thing that we're missing now is
03:44 this absorption color. So the absorption color is the color it's
03:47 going to be at it's darkest. So I'm going to take this absorption
03:49 color, and I want to make this maybe more of a red.
03:51 So I'm going to choose 223 for red 42 for green and 28 for blue, and just choose OK.
03:57 And what we now see is that in the thicker regions, we get a little bit of a reddish hue.
04:02 And the absorption distance here controls how quickly that red hue takes over.
04:06 So, if I was to set this to a lower number, like say one, the material become
04:11 dark once we get one centimeter into the surface.
04:14 If I increase it to something like 10 or 12, it's going to be 10 centimeters into
04:18 the surface, before this red color starts to take over darkening our overall transparency.
04:23 I'm just going to do a full frame render. And take a look at this.
04:30 Liquids in glass are a common request in product rendering.
04:33 Now, remember to model the liquid as slightly larger than the interior profile
04:37 of its container to avoid render artifacts.
04:39 And adjust the Absorption settings in order to create a darkening of the liquid,
04:43 the thicker it gets.
04:44
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Creating terra-cotta using the Oren-Nayar model in the Illumination channel
00:00 The Cinema 4D material defaults are a good starting place for a lot of different
00:03 surface types, however, they really start to breakdown when you're trying to
00:06 simulate a rough surface. In this video, we're going to go ahead and
00:09 create a terracotta material. And to do that, I'm going to start by
00:12 creating a new material. I'm going to name it terracotta and I'm
00:18 going to apply it to my teapot. Also, I'm going to turn on my Interactive
00:23 Render Region, which I can access by pulling down this menu or by hitting
00:28 option R on my keyboard or Alt+R on a PC. So right now we're getting a material that
00:34 looks perhaps like plastic or maybe a porcelain with a high sheen.
00:38 But what I want is terracotta, which is a sort of a baked clay which is very rough
00:42 in appearance. So let's open up the material and start by
00:45 getting the color a little bit closer. So in the color channel, I'm going to play
00:49 around with these colors until I get something I like the look of.
00:53 So a reddish brown, maybe a little desaturated, and some values that I found
00:59 pretty accurate in a previous attempt were 2, 4,2 ,1,1 ,7 and 75 for B.
01:09 Now already, I'm getting something a little closer but this specular highlight
01:13 is making the object appear plastic. So I'm going to disable specular.
01:18 We're already significantly closer, but I want to tweak something which is called
01:22 the Illumination model and to get to it I need to click on the Illumination tab and
01:26 select model here. And right now it defaults to Blinn, which
01:29 is the name of the mathematician or perhaps computer graphics scientist who
01:34 named this shading model. Orn and Ayer was a couple of folks who
01:38 created another model. So let's select Orn and Ayer and take a
01:40 look at the difference here. You'll immediately see in our texture
01:45 preview ball, that he shading seems a little bit more flat and that's due to the
01:49 roughness of our surface. This roughness property allows us to
01:53 create the effect of a really rough surface.
01:56 And I believe it was originally created in order to better simulate the appearance of
01:59 something like the moon. So let's change the roughness here from
02:02 50% too 100%, to see what this is doing at full strength.
02:08 Looking good. Now, I'm just going to do a final render.
02:11 While Cinema 40 provides us with some pretty good default settings, remember to
02:17 switch over to the Oren-Nayer model whenever you're trying to create a rough,
02:20 diffuse surface. Stick with (UNKNOWN) Phong if you're
02:22 trying for plastics and metals.
02:24
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3. Working with Shaders
Creating a colorful background using the Gradient shader
00:00 The gradient shader allows us to create smooth transitions between an arbitrary
00:04 selection of colors. This is useful in creating everything from
00:07 the sky to a particular sort of car paint. In this video we're going to create a sky
00:12 material, a striped background as well as an all purpose lighting gradient that will
00:17 allow you to create more beautiful transparent objects.
00:21 Let's start by creating a new material. Name this material Sky, and open up the
00:26 material by double clicking on the material preview ball.
00:30 Let's go to the color channel and load in a gradient.
00:33 You do that by clicking on the triangle next to where it says texture, and
00:36 choosing gradient. Next, let's edit this gradient by single
00:41 clicking on the color preview there. You can adjust the type of your gradient
00:45 from 2DU which is a horizontal gradient to 2DV which gives you a vertical gradient
00:50 like this. Let's go ahead and apply this material to
00:53 our sky object just click and drag the material in your material editor to your
00:57 sky object and release. Now let's give it a render.
00:59 What you may notice is that you don't really see much in the way of a gradient
01:04 and that's because our sky is an incredibly large object.
01:08 It is encompassing our entire scene. That's why I'll sometimes add a sphere to
01:12 my scene underneath my sky object and I'll name it preview sphere.
01:16 This allows me to turn on or off a preview of my gradient on my sphere right here.
01:23 So when I render, I can see the full look of my gradient on this surface.
01:29 Let's go ahead and play around with some of these colors.
01:31 First up, I'm going to drag this black knot towards the middle of my gradient.
01:37 Next, I'm going to take this white knot and drag it over next to the black knot.
01:41 I now have a black and white stripe like so.
01:43 I am going to double click on the white dot to open up my color picker and I am
01:47 going to choose a light blue. I am trying to create a sky material and
01:51 they typically go from a light blue, to a darker blue at the top.
01:56 To add a new knot, I can just click below the gradient here and it will add a new color.
02:01 And I can double click on that color to adjust it.
02:04 I'm going to shift it a little bit more towards purple.
02:06 And I'm going to darken it signifigantly. Then I'm going to choose OK.
02:09 I now have a transition from the lighter color to a darker color.
02:13 And this material is on my sky. So if I render now, I've got a better
02:18 looking sky gradient. And if I turn off my previous sphere, I
02:21 can see this in my actual sky. Now, it doesn't look like much at the
02:25 moment, but, if I had a reflective object in here, we'd definitely be seeing
02:29 something a little more interesting. Next, let's create a new material, and I'm
02:32 going to call this one striped background. I'm going to double click on this material
02:37 to open it, and, in the color channel again.
02:40 I'm going to choose the triangle next to texture N gradient to add a gradient
02:43 shader, I'm going to open up my gradient shader and I'm going to change the type
02:47 from 2DU to box. And what this gives me is a shade of it
02:52 looks a little like this. Now if I click on this triangle next to
02:55 gradient, I can adjust the interpolation between my points.
03:00 It's currently set to smooth knot But if I set this to none there will be no
03:06 transition between my points right here. So if I want I can drag this white all the
03:13 way over to the middle here. Set position to 50% and now I have a white
03:18 stripe with a black box in the center and if I apply this to my background object
03:25 and render. I still see my sky.
03:27 And so I'm going to hide my sky by double clicking on the two dots next to it to
03:31 hide it in the editor and the renderer and I'm going to render again.
03:34 And I now see this black and white stripe. Now if I want more stripes, I could just
03:40 click and add more, or I could right click on this area just below the gradient and
03:44 choose double knots. And that's going to duplicate all of my
03:49 gradient, knots again. I'm going to get something like this.
03:51 If I want it to be even more dense, I can right click and double knots again, so now
03:57 when I render, I get this nice striped pattern.
04:00 Which will be great for an abstract video background.
04:03 Now, last but not least, I'd like to show you another type of gradient that's pretty
04:06 commonly used. And I'm going to do that by creating a new material.
04:10 I'm going to turn off the color channel as well as the specular channel.
04:15 And I'm going to turn on luminance. I'm not going to add a gradient shader to
04:20 this luminance channel. And I'm going to change the property of my
04:24 gradient, I'm going to change it's type from 2DU to 2D circular.
04:29 And what I now see is that I've got a gradient going from black in the center to
04:32 white on the edges. I want it to be the opposite of that.
04:35 So, I'm going to right click in this area between my knots and chose Invert Knots
04:40 which will flip them backwards. And now I have what it looks like a
04:43 vignette effect. I can close my material editor, and apply
04:48 this to my background and render again. I now have this beautiful vignette.
04:52 And if I want, I can add in say a transparent object, like the teapot that I
04:56 already have hidden in my scene and render again.
05:00 And we'll see that we get this really great looking render without almost any
05:04 effort whatsoever. The infinite resolution of shaders makes
05:07 them excellent for texturing large objects and backgrounds.
05:09 The gradient shaders many different modes make it versatile and it will likely find
05:14 its way into every one of your cinema 40 projects.
05:16
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Creating a more realistic plastic with the Fresnel shader
00:00 Materials aren't equally reflective from all angles.
00:03 The Fresnel shader allows you to create more intense reflections at the edges of
00:07 your objects than in the middle. In this video, we're going to try and
00:10 create a more realistic plastic. One where the edges are more reflective
00:14 than the center. Let's take a look at our reference image here.
00:17 You can see that this is a harder plastic than the one that we created earlier.
00:20 On the edges, we definitely see more reflection of the white environment as
00:24 opposed to say at the middle of our salad bowl here which is pretty diffuse.
00:27 So, let's create a new material. And I'm going to call this plastic for now.
00:34 And I'm going to double click on this material to edit it.
00:38 Let's start by picking a color. I'm going to go with a medium green here.
00:44 My RGB values are 134, 175, 92. But it's alright if yours are different.
00:50 Next, I'm going to go ahead and activate the Reflection Channel, which turns on
00:54 reflection for my object. If I bring the brightness of my reflection
00:57 down to say 50% and apply this material to my teapot and Render, I get something that
01:05 looks pretty good, but it looks more like glass or metal than it does like plastic.
01:11 So, there's some changes we have to make. I'm going to click on my texture here, and
01:16 the triangle next to that and choose Fresnel.
01:18 What you will see is a thing that looks a lot like a gradient.
01:21 But what you will notice is that in your texture preview here, our reflections have
01:25 drastically changed. They are much brighter on the edges than
01:28 they are in the middle. And if you click on the texture here, what
01:31 we'll see is this black and white gradient.
01:34 I am going to change my preview from this flat 2D to a sphere, and I do that by
01:39 right clicking and choosing Sphere. And what you'll find is that the color of
01:44 my gradient is based on whether or not a polygon is facing my camera.
01:48 The polygons that are facing the most away are white, where as those that are facing
01:52 the closet to the camera are black. We can adjust this, we could say have our
01:58 gradient go from white, which is totally reflective at one end, to a medium grey,
02:03 which is half-reflective in the center. And we can play around with this for quite
02:07 some time. But if we're trying to get a realistic
02:09 appearance, we can use a physical model, by turning on Physical.
02:13 And adjust the index of refraction value to one that matches the composition of the
02:18 material we're trying to re-create. And plastic has a refraction index of
02:21 about 1.5 or so. And even though plastic is not necessarily
02:27 transparent, it does still have this refraction index.
02:31 And if you're curious to know what some of these other values are, you can just click
02:35 on the preset here and select the one that's most appropriate.
02:38 Or if you want you can right click on IOR and choose show help, and you'll probably
02:41 get a table with more specific values. Now, this is looking pretty good.
02:46 I'm going to take another look at my teapot and Render again.
02:49 I now see that it is more reflective on the edges than in the center, and overall
02:53 looking pretty good. I might want to add in a little bit of
02:56 transparency like we saw on the other. So, I might turn on transparency and set
03:01 that to maybe 20%. And if I want, I could also add some
03:05 blurriness to my reflection and just keep tweaking until I get something that I
03:08 really like. But the key point here is that the Fresnel
03:10 shader is a simple way to add some realism to the reflection of your materials.
03:14
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Creating a brass material using the Noise shader in the Bump channel
00:00 Not all surfaces are perfectly smooth. In fact, very few are.
00:04 The Bump channel allows us to add the appearance of surface imperfection without
00:08 having to model in all of those details. In this video, we're going to try to
00:12 create a scratched brass material. Here are some reference images.
00:17 As you can see, our reflection is being broken up by the surface imperfection.
00:21 Some look like scratches that are heading in a very specific direction, and then
00:24 there are these larger just sort of general bumps.
00:27 We're going to focus on re-creating those linear scratches.
00:31 I've taken the liberty of creating a simple brass material as our starting
00:34 point, which we're going to add some bump to.
00:36 Go ahead and open this brass material. Navigate to the Bump channel and turn it on.
00:43 In the texture pull down, select Noise. And what we're going to see almost
00:51 immediately is a bumpiness take over our service, almost sort of a cellular look.
00:56 Now, if we open up this material, we can take a look at what's causing this.
01:01 We see that we get a black and white image, that looks kind of like film grain
01:05 that's been blurred out. This is a standard noise type.
01:07 The white values here are pushing our surface outward and the black values are
01:12 pushing it inward, or at least that's the appearance that it's creating.
01:16 If you look at the silhouette of your object you'll notice that it's still
01:18 perfectly smooth. So, bump is a simulation of this added
01:22 surface detail, but it doesn't actually add it.
01:24 So, depending on your needs, you may have to go with displacement.
01:28 To adjust this Noise shader, there are a number of different parameters.
01:31 The global scale will increase its size, and the low clip and high clip values will
01:36 allow you to create some very specific effects.
01:39 I want the top part of my surface to be mostly flat.
01:42 So, I'm going to take my high clip value and I'm going to bring it towards the left.
01:47 What this does is create large regions where the surface is perfectly smooth,
01:52 while there are still some smaller regions, these black areas that have been
01:56 dug out. The lower you drag this high clip value,
01:59 the fewer and farther between those black regions are.
02:03 So, the number of scratches you have is in part determined by this high clip setting.
02:08 If you want to make sure that all of these scratches go to a specific depth and stop
02:11 there, you can adjust the low clip setting.
02:13 But I like the fact that these are going to all have a variable depth.
02:16 Next, we can adjust the relative scale of our noise on different dimensions.
02:20 We see three fields here and they represent x, y, and z scale.
02:24 I'm going to lower my y scale to 10%, and what this is doing is bringing these
02:30 scratches down in size. And I'm going to increase the size on x
02:35 and z to 200, and this is going to give me much longer scratches.
02:41 I now see these long scratches going across the surface of my object, but there
02:45 are not that many of them. So, I can come in here and adjust this
02:47 high clip setting to adjust the overall number.
02:51 If I want to take all of this and make it significantly denser, I can go into my
02:55 Global Scale parameter and scale that down.
02:57 I think I can get away with just setting the Global Scale here to 50%.
03:01 This is looking pretty good, but I have a feeling I'm not going to know how this
03:04 really looks until I render it out at full resolution.
03:08 But what I will notice already is that I'm getting some anti-aliasing issues.
03:11 And that happens anytime you've got a drastic change from one color to another
03:15 within a pixel. So, let's go into our render settings, go
03:18 to our Anti-aliasing tab and ensure that we've got Best Anti-aliasing turned on.
03:24 And perhaps up the level here from two by two to eight by eight.
03:30 I'm now going to press my middle Render button and take a look at how this looks.
03:35 Well, this may not be a one for one match for our reference material, I'd say we're
03:39 off to a pretty good start. So, remember, the Bump channel allows us
03:43 to add rough surface detail to our materials, but it needs a black and white image.
03:47 The Noise shader is a really great way to easily generate a black and white image
03:52 for your Bump channel.
03:53
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Adding grunge to paint using the Noise shader in the Diffusion channel
00:00 The diffusion channel allows you to add grunge to the appearance of your materials.
00:05 When combined with a well-selected noise shader, you can strip your materials of
00:08 some of their perfection, and make them look like they've spent some hard time in
00:11 the real world. In this scene, we have a teapot that I've
00:15 applied a basic paint texture to. It's got a little bit of noise in the bump
00:18 channel, to give us some of the surface depth that you'll sometimes see when
00:22 you're painting on a wall. But, it looks like no-one has ever
00:25 interacted with it, so let's go ahead and open up our material, and activate the
00:29 diffusion channel. The diffusion channel takes a black and
00:34 white image as it's input. So, in the texture channel, I'm going to
00:37 click on the triangle, and load my Noise shader.
00:41 So what you'll see is that, pretty quickly, we're already adjusting the
00:44 overall brightness, and darkness of our texture.
00:47 Let's go ahead, and turn on our interactive render region to get a more
00:50 realistic preview, and what I'm seeing, is this.
00:54 It looks all right, but it's a little general.
00:56 Also, it's a little difficult for me to make out the dirt, just so I can adjust it.
01:00 So let's take our mix strength here, and crank that all the way up to 100%.
01:04 And what you'll see is that, wherever there is blackness coming from our
01:09 diffusion, there's no specular highlight. And that's because we have effects
01:13 specular turned on in diffusion. So it's basically darkening the color of
01:17 our texture, as well as turning off any specular highlights where there's black.
01:20 The same for Affect Reflection. Let's go into this Noise shader and pick a
01:25 different type of noise. So click on your Noise shader and click on
01:29 this triangle to the right. And what you'll see is a quick preview of
01:32 a bunch of different noise types. Now, I normally just sort of come in here
01:36 and eyeball it. But, I've already built this material, and
01:39 I know that I liked Luka the last time that I did so.
01:42 So I'm going to select that here, and what we're now going to see, is what the Luka
01:46 shader looks like. It kind of looks like a weather pattern of
01:49 a sort, all swirling and dark. Now, if we adjust the overall scale of
01:53 this material, we can make it larger, so the Global Scale, for example, I could set
01:57 to, say, 200. And now I'm dealing with something larger,
02:01 but I would also like to make my material seem streaked vertically.
02:06 Like, maybe it's been rained on or people have run their fingers down through the surface.
02:10 So, I'm going to bring down the Relative Scale on x and z.
02:13 I'll set those both to 50%. And now we're going to see a little bit
02:19 more up down streaking but, oddly I don't see any of those, I don't know, finger
02:24 drags like I'd like to see. And that's because I'm currently using
02:28 what's called a 3D noise. And it's generated in 3D space and if we
02:31 were to move our object it would sort of be cutting through this viscus cloud and
02:36 what I would rather have is a two dimensional noise that's getting painted
02:40 onto the surface of my object. So, I'm going to change the space here
02:42 from texture to UV(2D). And what I'll now see is something like this.
02:48 A texture that's following the form of my object.
02:53 Let's say we are off too a pretty good start here, just playing around with a
02:56 contrast settings will allow me to further enhance this.
02:59 By increasing the contrast we are creating a regions where there are definite marks
03:03 on our paint. You can also adjust the low and high clip
03:06 to ensure there darkness, but I would say this is all right.
03:09 In fact, I would say that if I saw while this ugly, I would run in the opposite direction.
03:14 So, let's go into the diffusion channel. And lower the mix strength here, to
03:18 something a little more reasonable. I'm going to set it down to 20%, and see
03:21 what that looks like. Much better, it's really pretty subtle,
03:25 you almost can't see it. And that's the goal.
03:28 You want it to suddenly add to the realism of your image, you don't want it to
03:32 distract from your subject. So, again, this is it without, and this is
03:37 it with. The diffusion channel allows you to
03:39 control the color specularity, luminance and reflectivity of a material with a
03:44 single image or shader. If you find your surfaces are looking just
03:47 too clean, add a little grunge with the diffusion channel.
03:49
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4. Working with Textures
Mapping an image onto a video screen using the Luminance channel
00:00 You've (UNKNOWN) seen an image like this many times before.
00:03 In motion graphics, this is called a Video Wall.
00:06 In this video, we will create a plain and put some footage, apply to our object and
00:10 enter that we don't distort it. We'll also use the Luminance channel to
00:13 simulate a self illuminating object like a television screen.
00:16 Let's start by creating a new material. I'm going to call this screen, and double
00:24 click on the material to open it up. Now, up until now, we've been pretty much
00:29 just using the Color channel. I'm going to turn off the Color channel
00:32 and this time use the Luminance channel. The Luminance channel functions very
00:36 similarly to the color channel, in that it allows you to pick a color and that's the
00:39 color your object becomes. Except the Luminance channel is no longer
00:43 affected by the lights in your scene. Luminance objects are well, Luminance.
00:47 They light themselves up, and if you have global illumination turned on in your
00:51 scene, they also light up the objects around them.
00:54 Which is why we are using the Luminance channel to create a video screen.
00:58 To load in a texture, in this case an image, we are going to click on these
01:01 three dots next to word says texture. And then I'm going to navigate in my
01:07 examples folder, to my video screen folder, and inside of there, the tex folder.
01:13 Which is short for texture, and it's where CINEMA 4D looks by default for all of your textures.
01:17 I'm going to select the television screen content image and choose Open.
01:23 We'll see that the image shows up on this luminous sphere right here.
01:27 Now, I could just put this on any old object, and let's try that.
01:31 Let's add a cube to our scene and apply our screen to that cube.
01:36 And what you'll hopefully notice is that our image is distorted.
01:40 And what's happening is we're taking our rectangular image and mapping it onto a
01:45 square cube, and it's distorting our image.
01:47 So, a cube is not a good candidate for this.
01:50 Instead, what we're going to use is a plane.
01:53 So, go ahead and add a plane object to your scene.
01:55 And my general rule is to adjust the plane settings so that it matches the settings
02:01 of my image. So, click on the attributes tab.
02:04 And I'm going to adjust the width to 1920 to match the width resolution of my image.
02:09 And I'm going to set the height to 1080. I'm also going to adjust the orientation
02:15 to minus z. Now, by default, there are way too many
02:19 segments on a plane like this. And you do need some segments for good
02:23 preview shading, but you don't really need 20.
02:26 So, I'm going to cut this down may be four for width and three for height.
02:30 And next, I am going to apply my screen to this object.
02:35 And if I tap the H key on my keyboard, it will frame my entire scene, and I can now
02:40 render this video frame. And you'll notice that we get something
02:44 like this. And what we're seeing is our luminous
02:46 plane lighting up a sphere that we don't see in our scene.
02:49 Well, that sphere actually exists inside one of our hidden layers.
02:53 So, go into the Layers tab here, and turn on Object Manager for both of these
02:58 layers, and turn on the visibility as well.
03:02 I'm now also going to have us look through a different camera.
03:05 So, go to Cameras > Use Camera and change to the Camera object.
03:11 Inside of here, we're looking into a scene that I've pre-built with a television screen.
03:16 Let's just take our plane and scale our model down so that it fits inside.
03:22 Because I'm scaling without grabbing my handles, I'm getting a nice uniform scaling.
03:26 So, it's going to fit very neatly inside of the frame that I've built for it.
03:31 And let's render our final scene here. Notice that the global illumination is
03:35 taking this lighting information from our screen and using it to light the floor.
03:39 And it's even showing up a little bit in some of the reflections on this black
03:43 television frame. The Luminance channel allows you to create
03:46 self lighting or luminous objects. When carefully combined with other
03:50 channels, you can create a video screen.
03:52
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Creating a stenciled graphic with the Alpha channel
00:00 Layering semi-transparent images can allow you to create a complex final result that
00:04 is greater than the sum of its parts. The same is true of materials.
00:08 In this video, you'll use the alpha channel to create a stenciled graphic that
00:12 you can layer on top of another material. To start, I'm going to show you the image
00:15 we're going to be working with. I've got it open in Photoshop here.
00:19 It's a logo for a fictitious company called KinetECO, and we've got the primary
00:23 colors of the logo on the background layer.
00:25 And if we go to the Channels tab, we'll see that we have a Red, Green, and Blue
00:30 channel as well as something called an Alpha channel.
00:33 The Alpha channel is white wherever our texture is going to be opaque.
00:37 And it's black wherever it's going to be transparent.
00:40 If you want to save out an alpha channel for an image and you don't have one yet.
00:43 Just make a selection in Photoshop, then go to your Channels tab and click on this
00:49 icon here, which will add an Alpha channel you can work with.
00:52 I'm going to go ahead and save my image now and head back into Cinema 4D.
00:57 Now in Cinema 4D, I want to create a new material.
01:00 So I start by creating a new material and I'm going to call this Kineteco Logo and
01:04 I'm going to open that up. Now in the Color channel I want to load in
01:12 that image. So go to Color and click on those three dots.
01:15 Go to your Texture folder and grab kinetECO Alpha_Still.
01:18 And choose Open. You'll notice the resolution is 1280x720
01:23 and the plane that I've created for us to map this onto has the same aspect ratio.
01:30 If we were to apply this material to our plane in the objects manager and render,
01:34 what we would see is this. Our Kineteco logo with its black
01:37 background still intact. What we want to do is punch that
01:40 background out. Now to do that, we're going to need to
01:42 load our same image into the alpha channel.
01:45 We can do that by going to those three dots again.
01:47 Or we can copy our texture from one channel to another, which is what we're
01:51 going to do. Click on the triangle next to where it
01:53 says texture, and choose Copy Channel. This is loading this image into memory.
01:58 We're now going to go to the alpha channel, turn that on.
02:02 And click on the texture triangle there. Next choose paste channel and it's
02:07 going to load in that image, so now when we render, we this is.
02:12 Our kineteco logo is showing up with no black edges.
02:17 Now if we want we can also turn off our Specular channel to get rid of that
02:21 highlight that is washing out our image. If we want, we can also go with one of
02:25 those selections that we saved earlier in Photoshop.
02:27 So if you click on your texture here, you can choose a different Layer set.
02:32 So where it says Layer Set here, choose Select, and it's going to allow me to
02:36 choose from my alpha channels. And I'm going to select alpha2, which was
02:41 just sort of an arbitrary rectangle that selected.
02:44 And if I want, I can turn on Show Layer Content.
02:46 It will show me what those look like. Now I'm going to choose OK.
02:50 And when I render, I now see that my selection has been kept from Photoshop.
02:55 Now, because it was arbitray it doesn't make a lot of sense what we're seeing here.
02:58 So I might in fact just switch back to alpha1 by going to Layer Set > Select,
03:03 Alpha 1. Let's render one more time and yep,
03:09 everything is back to the way it should be.
03:11 If we want, we can also layer our textures.
03:14 So let's just create a simple purple material.
03:16 Go to Create > New Material, I'm going to call it purple.
03:21 And in the Color channel, I'm going to change its color.
03:23 I'm going to select light purple, and I'm going to apply this same material to our
03:32 plane in the objects manager. Now notice that it has completely
03:36 overwritten the logo that's below it. So in order to still see our logo, we have
03:41 to drag our logo material to the right-hand side of our purple texture tag there.
03:47 So now when we render, we see these two textures layered on top of each-other.
03:50 The easiest way to create a sensitive graphic is to save it out of an
03:53 image-editing program like Photoshop with a transparent background.
03:58 But you can also use the luminance channel of any image or shader as an alpha channel.
04:02
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Creating a simple chrome material using an HDRI image in the Environment channel
00:00 Some of the most reflective materials you see in computer graphics aren't actually reflective.
00:04 They are using something called an Environment Map.
00:06 In this video, we will learn how to use an Environment Map to create a classic
00:10 illustrated chrome look. In this scene, we've got a simple teapot
00:13 in an empty environment. So when I render, all I'm seeing is this
00:16 sort of simple gray version of my teapot. Now if I was to create a new material and
00:22 make that material 100% reflective and apply that to my object.
00:26 Rather, if I was to drag that material directly onto my teapot, I would still
00:33 have a largely black scene. In fact, it's even darker than it was
00:37 before because now it's reflecting an all black environment.
00:40 Well, I suppose I could build a really rich environment for this object to live in.
00:44 Or I could go with a simpler solution, which is to use something called an
00:48 Environment Map. So, what I'm going to do is turn off my
00:50 Reflection channel, and instead, turn on my Environment channel.
00:54 Now, in the Environment channel, what you want to do is load in a panoramic image.
01:00 So I'm going to click on these three dots, navigate to my Texture folder, and import
01:05 the environment panorama.jpg file. And I'm going to turn off color.
01:10 So now when I render this image, I see the following.
01:13 What's also really cool is that as you rotate around your view.
01:16 If you have OpenGL turned on,you'll get a real time update of your object and it's reflection.
01:25 If you want, you can also take this and make it blurry by adjusting the Blur
01:30 Offset and Blur Scale settings. Now, the blur won't show up in your preview.
01:34 But if you render, you'll see a nice blurry environment.
01:38 If you click on the Texture Preview chip, you can also adjust the Exposure.
01:43 If you have an HDRI image, you'll have quite a bit of latitude here.
01:45 We'll be a bit limited because this is just a JPEG.
01:47 By increasing the value, we can brighten the overall image.
01:52 The difficulty with this is that it also brightens my darker regions in my image.
01:56 So I'm going to leave Exposure at zero, and I'm going to adjust my white point.
02:00 I'm going to bring that number down, so that my blacks stay blacks, but that my
02:04 whites blow out. I now get something that looks like this.
02:08 When creating reflective objects, the object's surroundings are as important as
02:12 the shape and reflectivity of the object itself.
02:15 A simple panoramic image in the environment channel can bring an otherwise
02:18 dead reflection to life.
02:19
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Creating concrete with seamlessly tiling textures
00:00 In this video, we'll be using image based textures and the tiling settings in the
00:04 texture tag in order to create a seamless concrete texture.
00:09 When you're creating materials, you typically have two uses.
00:13 One is going to be a material that's being specifically created for single object for
00:18 a specific shop. And with that you have a fair amount of
00:20 freedom in how you want to approach it. In another example, you're trying to
00:23 create a texture that you can reuse across a number of different projects.
00:28 And if you're going to use an image-based texture, you want to try and create a
00:30 texture that is seamless and that will tile well.
00:33 Some textures may be seamless, but won't tile well.
00:36 This right here is a great example of that.
00:39 What we have is a texture to put it side by side by side with itself.
00:42 It would tile seamlessly. But the blemish here would make its
00:46 presence known pretty quickly. A better texture would be something like this.
00:51 It's pretty anonymous. There are no strong shifts in lighting
00:54 across the image. And all in all, this is a pretty good
00:58 candidate for tiling. This third image here, we'll discover, is
01:01 actually tileable despite having a lot of these really distinctive characteristics.
01:06 So let's take a quick look at the tiling settings in Cinema 4D's texture tags.
01:11 In the middle of our scene right here, we've got a plane that has got a
01:16 checkerboard with a gradient mapped onto it.
01:18 And I've selected this, just so that we can easily see what's happening with our tiles.
01:22 Go ahead and select the texture tag on the simple tile object.
01:26 In our texture tag, we've got a number of settings at the bottom.
01:29 Offset u and offset v refer to the movement of our texture left right in
01:34 texture space. Notice that as we adjust the offset u.
01:39 And we reach the edge of our frame. It sort of loops back around on itself.
01:43 It's automatically tiling. Offset v will move our texture up and down.
01:52 Link view and link v will allow us to adjust the size of each individual tile.
01:58 And if we use more tiles on U than V, what we'll quickly arrive at is a stretch texture.
02:03 Where something is a little bit distorted. So, our checkerboard here which was square
02:08 before is now definitely stretched vertically.
02:11 So notice that as I'm adjusting the late view, the number of tiles is also
02:16 changing, so let's just change tiles U and V to 2.
02:20 Well, that gives us at least a pretty good start in how to approach this.
02:23 Let's go ahead and delete our simple tile and now move on to a real world texturing example.
02:30 Let's start by trying to put our plain texture onto our floor.
02:39 And I'm going to turn on my interactive render region so I can see what it's
02:42 looking like. As I render, I see that my texture has
02:46 been applied and seems to be tiling well, except when I look at my texture tag, it's
02:50 actually not tiling at all. What's happening is our photograph, which
02:54 was probably from a region that was maybe six by six feet.
02:57 Is being expanded to a region that's maybe 100 by 200 feet, something like that.
03:01 So, what I want to do is increase the number of tiles.
03:04 Let's choose something like 5 tiles by 5 tiles, and let it render again.
03:08 What you'll see if that the scale of our texture now now more closely represents
03:12 the scale of our scene. So, when you're working with these
03:15 textures, be sure to re-size them in such a way that they mimic the environment.
03:21 Next, let's go ahead and apply our paint streak material to the back wall.
03:28 And adjust our interactive render region to take a look at that.
03:31 Now, looking at this, I see that the texture scale is way off.
03:37 These streaks are just massive. So what I want to do is increase the
03:40 number of tiles. I'm going to say increase tiles U and V to
03:44 five and five and see what happens. Well, what I see is really significant
03:50 tiling, it's very evident that there is an up-down tile going on.
03:55 And that's because there's a big difference in the brightness between the
03:59 top of the image and the bottom of the image.
04:01 So what I'm going to do is set tiles v to one.
04:04 So there's no vertical tiling. And then I'm going to adjust tiles view
04:09 until the texture distortion is fairly minimal.
04:11 So for me, that's going to be maybe four tiles.
04:14 Looking at this, I'd say that looks pretty good.
04:16 Next, I'm just going to copy my texture from my floor to my ceiling.
04:20 So, I'm going to select the texture tag that's on my floor, hold down my control
04:24 or command key and drag. And now, let's take a look at the top here.
04:29 That's looking good as well. Now, let's see if there's a place where we
04:32 can get away with this blemish texture. I'm going to apply it to my pillar A right here.
04:37 And what it's going to do is take that texture and stretch it over the entire surface.
04:42 Well, for me, I don't really want it to stretch like that, so I'm going to have to
04:47 adjust tiles V to maybe bring down the amount of stretching here.
04:53 The problem is that that tiling is now super evident, so what I'm going to do is
04:57 actually turn off tiling. What that's going to do is limit the
05:01 texture to exactly one appearance. Now, what I'm going to do in order to keep
05:07 the bottom of my object looking good is just apply that plain texture.
05:10 Apply it to pillar a, and drag that blemish texture on top.
05:16 So we now have something that looks like this.
05:18 Now I'd say we're pushing our luck trying to use this blemish texture on two
05:22 pillars, so maybe we should just apply it to one, but, I'll leave that to you.
05:27 Let's just go ahead and render this out and see what we've come up with.
05:30 While procedural textures are great for their infinite resolution and seamless appearance.
05:34 There's nothing like a photo based texture for creating real world wear and tear.
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Adapting existing textures with the Filter shader
00:00 There're many times when the texture that you want, is only a little bit different
00:03 from a texture that you've already got. In those situations, the Filter Shader is
00:07 an excellent tool for adapting existing textures to your new needs.
00:11 In this scene, I've taken a lot of the textures from our sort of parking
00:15 structure scene and adapted them to the appearence of a downtown loft.
00:20 I've changed the dimensions to my building slightly and adjusted the lighting, but
00:23 even though I've done all of that, it still looks a little bit like a prison cell.
00:26 So, let's go ahead and play around with giving our floor a stain, but you'll see
00:31 this sometimes in downtown lofts where the management are trying to sell their
00:35 concrete slab for a little bit more. So, let's open up this floor texture, and
00:40 let's add a little bit of Specular to it. So I'm just going to turn on the Specular
00:46 channel, and it's going to give me a little bit of highlight, and looking at
00:48 this, we'll see how we're doing. The Specular is doing a little bit, but
00:52 not too much. Maybe I'll lower the width, and the height
00:54 a little bit, but the thing that's really going to help sell this is a little bit of reflection.
00:58 So I'm going to turn on reflection. And I'm going to load in, to the texture
01:01 there, a Fresnel shader. Now, I want this to not be as strong, so
01:06 I'm just going to set the mix mode here from normal to multiply and I'm going to
01:10 set the brightness of my overall reflection to about 40%.
01:14 Now all of these are simple changes that we've made, but what if we wanted to
01:20 change, say, the color of our material? Well, all we have to do is go into our
01:26 color channel, and take a look at this texture.
01:28 What you'll see is that we've got a photograph that we've loaded in.
01:31 And what I want to do is shift the colors of this and to do that, I am going to
01:35 click on this triangle and choose the Filter shader.
01:38 The Filter shader allows me to make a lot of the same adjustments that I can make in
01:43 Photoshop in terms of Hues, Saturation, Gamma.
01:46 Think of it as sort of a portable level's adjustment.
01:49 What we are going to start with, is a slight Hue shift.
01:51 So, take the Hue. (SOUND) It lets you shift it more towards
01:57 blue green which for me is about 160 degrees.
02:01 And I'm also going to play around with my Gamma, which allows me to adjust the
02:06 brightness and darkness of my image while still keeping strong darks and white whites.
02:13 And I'm going to shift this a little bit darker.
02:15 And the thought that the stain is perhaps going to make this concrete darker in appearance.
02:21 I might now also go in and add a little bit of Saturation.
02:25 So I'm going to take my Saturation, and increase that slightly.
02:29 And so now, when I render, I've got this more interesting colorful treatment.
02:34 Now, it could be that they used a really strong stand.
02:37 And none of the original color came through.
02:38 And in that situation, you would turn on colorize.
02:40 Which will give this a very uniform color. You might then shift the Hue more
02:46 specifically towards blue. Like, say, 227 is what I came up with here.
02:51 And increase that Saturation. You can also lower the brightness to just
02:55 darken it overall. And when we render, we now get something
02:58 like this. So remember if you've got a texture that's
03:02 almost there, the Filter shader lets you quickly change the Hue Saturation and
03:06 value of the texture. Saving you a trip to Photoshop and
03:09 allowing you to easily add variation to your textures.
03:11
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5. Applying Materials with Texture Projections
Placing decals on objects with the Fit to Region and Fit to Image commands
00:00 In this video, we'll go over how to place decals on the surfaces of your objects
00:04 with a minimum of distortion. To start, you're going to need an object,
00:07 as well as a texture that's got an alpha channel.
00:11 In this case, I've loaded in my KinetEco logo, and also loaded in that same image
00:16 into the Alpha channel. Now I've cropped the image to be square or
00:20 as close to square as I can manage to make my life a little bit easier in the future.
00:24 Now that's not mandatory but it will save you some time and effort.
00:28 Lets start by applying this label material to our detergent bottle.
00:32 And just give it a quick render and see what we come up with.
00:34 Well the texture certainly is on the surface of our object.
00:38 It looks nothing like the image file. And I don't think our client would be
00:40 particularly happy to see this. So let's use a different command.
00:44 Start by going into your front view so that we're looking at our object dead on.
00:49 Next, select your texture tag. And go to Tags > Fit To Region.
00:54 This is going to allow us to drag out a box by clicking and dragging from the
00:58 upper left to the lower right. In the rough shape of our logo on the
01:02 surface of our object. Now when I look at my object again in my
01:08 front view what I'll see is that I've got a looping texture going across the surface
01:13 of my object. I don't want it to loop like this, so I'm
01:16 going to go into my Texture Tag settings, and turn off Tile, and render again.
01:21 Looking at this now, I see that my texture, is where I wanted it to be on the
01:25 surface, and it fits very nicely. There might, however, be just the
01:29 slightest bit of distortion. So to fix that, I'm going to click on this
01:33 tag, and go to Tags > Fit to Image. I'm then going to select the image file
01:40 that I used in the color channel and choose Open.
01:44 Notice that in our texture tag our length U or the width of our image is staying the same.
01:49 Where as length V has been adjusted to better fit the source image.
01:53 Lets go ahead and rotate around our object and just see how everything's looking.
01:58 Well, see that we're running into a slight problem here on the back.
02:02 So to fix this issue where the text area is bleeding from the front all the way to
02:06 the back of my object I'm going to change the side from both to front.
02:10 Now my texture preview in my editor won't correct this.
02:13 But when I render it will be gone. Next, how would we go about applying a
02:18 texture to a region of our object, that doesn't line up neatly with one of our views.
02:24 Say we wanted to map this logo onto this region right here.
02:28 Well what you want to do, is rotate your view.
02:31 So that you're looking at it more or less dead on.
02:34 You want to be facing it as directly as possible.
02:37 You want to apply that label again onto your detergent bottle.
02:41 And go through that same procedure. Tags > Fit to Region.
02:45 Draw a box where you want it to appear. Then turn off tile.
02:51 Change side to front. Click on the tag again and in the Tags
02:57 pull down choose Fit to Image and what this is going to do when we select our
03:02 source image is ensure that our image is nice and square.
03:06 Now looking at this, it's looking quite good.
03:08 The only issue I'm seeing is that we're getting a little bit of bleed through down
03:13 here in the lower right hand corner. And we can correct that using polygon
03:17 selection tags, like you saw earlier in this course.
03:20 Placing a decal on an object is as simple as using the Fit to Region command
03:25 followed by Fit to Image. Play around with this and see what you can
03:28 come up with.
03:29
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Selecting the appropriate projection mode for your model
00:00 Sometimes, just dragging and dropping a material on to your object doesn't give
00:03 you a good looking result. In those instances, you may need to change
00:06 from the default UVW projection to some other mode.
00:10 In this video, we'll go over those different modes and when it is appropriate
00:13 to use each. In this scene, I've got a few primitive
00:15 objects, a sphere, cube, cylinder, teapot and a text object.
00:20 Now, typically when you apply a texture to these objects, it's going to look pretty
00:24 good, because they have what's called UVW coordinates built into them.
00:28 However, I've stripped out those UV coordinates for our objects, so that
00:32 there's no translation between our 2D texture and our 3D object.
00:36 And CINEMA 4D has to try and wing it. So, let's go ahead and take this UV test
00:40 map and apply it to our sphere. We'll see that when we click on our
00:44 Texture tag, and go to the tag settings, the projection here is listed as spherical.
00:49 Now, typically, this will be UVW mapping. With a spherical map, CINEMA 4D is taking
00:55 our map and trying to apply it to our object, as if it was wrapping it along a sphere.
01:00 It takes the left side of the image and it connects it with the right, and then it
01:04 pinches all of the pixels along the top and all of the pixels along the bottom
01:08 until you get something that looks like this.
01:10 On a sphere, spherical projection looks pretty good.
01:12 However, when we take that same projection mode and apply it to a cube like so.
01:19 Notice that on my cube here, that projection is spherical by default.
01:23 We get these strange results. The texture is now stretched in upward
01:28 directions, downward directions. In fact, the only place it looks even sort
01:32 of normal is on the top. Until you realize that our texture doesn't
01:35 actually come to a point like this. Naturally, it's being forced into that position.
01:41 So, we can see that the spherical projection is not a good one for this cube here.
01:48 If you go to your Texture mode on the left hand side and also select your cube
01:53 object, you'll get a preview of the texture projection and how it's being
01:57 applied to your object. You'll see that you've got a sphere right now.
02:00 Let's click on our cube and try a different projection method.
02:03 I'm going to change from spherical to flat.
02:07 You'll see that our texture is mapped pretty much one to one along the front of
02:10 our object, and it looks pretty good from there.
02:13 However, when we rotate our texture, we'll see that it's being stretched all the way
02:16 through our object and giving us these strange results.
02:18 So, for a cube, it probably makes more sense to change from flat to, you guessed
02:24 it, Cubic mapping. With cubic mapping, you get six copies of
02:28 your texture projected from all sides. I'm now going to apply a texture to my cylinder.
02:37 The default mapping is spherical, which looks pretty good, except that you'll see
02:41 we get some distortion around the hemisphere and some stretching also as we
02:45 near the poles. So, spherical projection is not the best
02:48 for this, let's choose cylindrical. Cylindrical projection takes the left side
02:52 of our texture, connects it with the right and then projects more or less like a flat
02:57 projection up and down. It looks pretty good from all areas,
03:01 except on those objects that are closed at the top.
03:04 Which is well, most objects. Let's try that same projection on our
03:09 teapot here. I'm going to drag the UV test map onto my
03:13 teapot and see what we get. With a default spherical projection, we
03:17 get the pinching at the top and at the bottom, as well as some stretching on the sides.
03:22 With a cylindrical projection, it's looking a little bit better, but we're
03:27 still getting that pinching at the top and at the sides.
03:31 Frontal mapping takes the texture from whichever direction the camera is
03:35 currently facing and projects it on to the surface of your object.
03:39 This can work pretty well in specific situations, but it's not generally applicable.
03:44 A more specialized version of Frontal mapping is something called Camera mapping.
03:50 I'm going to go ahead and add a camera to my scene by clicking on the Camera Object.
03:53 I'm now going to rotate my editor camera away from that area.
03:58 So, we'll see that we have a camera that's looking at our object from a different angle.
04:02 I'm going to click on the texture that is on my teapot and change the projection
04:07 from frontal to Camera mapping. With Camera mapping, you can select which
04:11 camera to project your texture from. I'm going to take this picker and select
04:15 the camera object that I added. What you will now see is that from that
04:19 camera's perspective the texture looks great.
04:22 But when you rotate away from that perspective, it starts to break down.
04:25 This gives us a little more latitude as we rotate around our object, and is often
04:29 used when painting matte paintings. Another projection mode here is Shrink
04:34 Wrapping, and what it does is it maps the texture onto your object.
04:39 There's something akin to spherical mapping.
04:41 It basically drapes a giant sheet over the top of your object, and then collects all
04:45 of the loose edges down at the bottom and pinches them together.
04:49 Depending on your needs, this can be a really good way to get a general
04:52 projection for an object. None of these methods are perfectly suited
04:57 to every object. So, what you need to do is sort of look at
05:00 your object and figure out which is going to be the best case scenario.
05:05 For my teapot here, I'm going to change from Shrink Wrapping to Spherical.
05:11 And I get a pretty good default projection.
05:13 The only real issue that I'm seeing is this pinching along the top.
05:17 And I can quickly solve that by choosing a different projection method for my lid.
05:21 For my lid, I'm just going to apply a texture, and then go into my top view.
05:28 Select my texture tag, and go to Tags > Fit To Region.
05:32 And just drag a box around that lid. When I go back to my 3D view, I see this.
05:39 And what's happened is my texture tag has been transformed from spherical to flat projection.
05:45 And because I drew out that box in the top view, my flat projection has automatically
05:49 been rotated to fit my shape. So, that's a pretty good bet for a texture
05:54 like this. Now, for something like our text object,
05:58 let's figure out what we can do. By dragging my material onto my
06:01 (INAUDIBLE) text object, I see that it's looking well, pretty weird all around.
06:07 The caps have no texture and the sides are covered in a really dense version of my UV texture.
06:12 So, in this situation, I can cycle through these, or I can go with a pretty good bet
06:18 which is cubic. Which is going to give you a projection
06:20 that doesn't really distort from any particular side, but will give you
06:24 distinct seems at the edges. Well, there won't always be an ideal text
06:29 projection for your object. There's a good chance that there is a
06:32 method that is better suited to your model then the default.
06:34
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Adjusting material placement using the Fit to Object command and Texture Axis tool
00:00 In this video, we're going to texture an object that doesn't have good UVW coordinates.
00:05 In this case, the cap of this bottle. We're going to use the Fit To Object
00:09 commands along with the Texture Axis tool, in order to better position our texture.
00:13 Let's start by opening up the ridge texture just to see what we're working with.
00:18 To little difficult to make out, but what we have got is a shader that is creating
00:22 black and white ridges. And there is a lot of tiles along the U
00:27 axis, but not many vertically. We are going to take this texture and
00:30 apply it to our cap. The default UVW mapping projection looks terrible.
00:36 I'm going to switch to the slightly better cylindrical projection.
00:41 And what we'll see when we render is that the sides of our object look great, but
00:45 the top and bottom look a little funky. And that's because their texture is the
00:50 wrong size for our object. Let's go ahead and fix that.
00:52 Start by selecting your texture tag, and ensure that your object is selected as well.
00:58 Next, go to your Texture mode. You'll see a preview of your texture on
01:04 your object. You'll see that it's created a cylinder
01:08 that's much larger than the object itself. If we want, we can try and size and
01:13 position this texture using the Texture Axis mode.
01:16 So, if I was to take my Texture tool and my Axis mode, I could now come in here and
01:21 re-position and re-size this. Now, that's a fair amount of manual work
01:25 and pretty intensive when there's a tool that'll get us most of the way there to start.
01:29 And that tool is the Fit To Object command.
01:31 Go ahead and select this texture tag, and go to Tags > Fit To Object.
01:37 This is going to automatically re-size your texture projection to better fit your object.
01:43 Now, looking at this, we're much closer to where we want to be.
01:46 However, the bottom of our cap is still looking pretty funky.
01:50 To correct this, I'm going to do two things.
01:52 First, I'm going to click on my texture tag and turn off Tile.
01:57 And this is going to prevent our texture from looping, so that when we render we
02:01 don't get a repetition of this on the top of our object.
02:03 Now, what we need to do is scale down our texture projection so that it fits just in
02:07 this middle part of the cap. Again, make sure you're in Texture mode
02:11 with the Axis mode selected. Next, take your Scale tool and grab the
02:17 green y axis, and scale it down on the y axis.
02:22 You'll see that this is resizing our textures vertically.
02:25 If we want to place them, we can now take our Move tool and shift this texture up or down.
02:31 You can continue to tweek this until you get something that looks really quite good.
02:35 I'm going to go ahead and frame my scene by tapping the H key on my keyboard.
02:38 And I'm now going to render the view. Now, while our bump map may not hold up in
02:42 closeup, it does pretty well from a distance here.
02:45 To recap, the Fit To Object command will give you a good starting point for most
02:48 texture projections. But in those times when it's not quite as
02:52 smart as you would hope, the Texture tool in Axis mode will allow you to manually
02:56 place your texture. Just remember to always leave Axis mode
03:01 once your done.
03:01
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6. Creating Layered Materials
Breaking down real-world materials into their channels
00:00 Being able to look at an object in the real world, and figuring out why it looks
00:04 the way that it does is a crucial skill for working successfully in CG.
00:09 In this video we're going to take a look at a couple of different materials from
00:12 the real world, and try and break them down.
00:14 We're going to start with a rusted metal. Here's an image that I downloaded from a
00:18 stock photo website. But if you have the chance to interact
00:21 with rusty metal in the real world, well, first get your tetanus shot, and then two,
00:24 give it a shot because it's a lot more instructive than just looking at a flat image.
00:29 Looking at rust up close we see that it is composed of a couple of things, at least
00:33 in this example. We've got our metal as the base and then
00:37 we've got this red rusty component. And whenever I'm looking at a material I'm
00:41 really concerned with three primary things.
00:44 I want to know what color it is, and that's the color before any lighting has
00:48 been applied to it. I want to know, the specularity of it.
00:51 Is it shiny? Is it not shiny?
00:53 If it's shiny, how broad is my highlight? How reflective is that, how sharp is that highlight?
00:59 And then I'm also looking at the bump component.
01:02 Is the surface smooth, or is it bumpy? And when I feel like overachieving, I also
01:06 worry about, the diffusion channel, which allows me to determine how absorbtive a
01:11 material is. How much light is it not reflecting back?
01:15 So, looking at this metal we see again that there are two key components.
01:18 There's the metal and there's the rusted metal.
01:21 And then this, I think we're also looking at some paint that's weathered away, but
01:24 I'm going to ignore that component for now.
01:26 So, thinking about the metal, metal is typically shiny, its reflective.
01:31 Now, in terms of specular, I'm looking for something that is fairly high or a highly
01:36 reflective surface and this specular shouldn't be to wide.
01:40 And in terms of bump, I'm looking for a fairly smooth surface.
01:45 And in terms of color the base color of my material is probably going to be pretty
01:49 close to a dark gray or a black. It doesn't have much of its own color to
01:53 contribute so that's one component of my material the other component is that rust.
01:57 So, I want to know what color the rust is and for that I looked up another reference image.
02:03 This is just an image of I think a steel plate that's really rusted over and this
02:07 allows me to get a good sense of what rust is like when it's covering an entire surface.
02:12 And here I see that rust is sort of a reddish brown color.
02:15 In terms of specularity, I'm not getting much in the way of highlight here, so I
02:19 don't think it has any specularity at all. And then, in terms of bump, there aren't
02:23 allot of really large scale bumps but there are some finer scale bumps in this
02:28 particular rust. So, I use this information to construct a
02:31 render of just my rust. So, here I have something with roughly
02:35 those same colors. It's not at all shiny and the bump is
02:39 present but it's fairly small in scale. Now, because these are two separate
02:43 materials, there's sort of an interplay between them.
02:45 And for that, I've created an alpha channel.
02:48 I took my reference imagery and I tried to select just those red elements of the rust.
02:53 And I'm using that to build an alpha channel for my steel.
02:56 And when I combine all of those together, here's what that alpha channel looks like,
03:01 when it's placed on the surface of my teapot.
03:05 Here's a render of all of these components together.
03:07 And let's just play around with how they all fit together.
03:11 I can turn on or off each of these layers in my render here, by clicking on the
03:15 eyeball next to it in Photoshop. So, I'm turning off my reflection.
03:18 We see that without reflection the steel portion looks like an oil slick, so the
03:23 reflection is really important to it looking like steel.
03:27 Turning off the shadow for a moment, we can just focus on the material.
03:30 The specular channel, when that's removed, takes the steel, and removes all life from it.
03:35 It doesn't even look like oil slick, it looks sort of like dried tar on the
03:39 surface, and the diffuse color here, is really controlling the color of our rust.
03:44 There's no real color contribution from the steel.
03:47 So again, when all of these things add up together, we create this nice looking material.
03:51 Let's try and take those same principles into an image and see if we can break it
03:56 down again. For this example, we're going to take a
03:59 look at an image of some wet concrete. When we look at this wet concrete, we see
04:03 that it is very different across it's surface.
04:05 That were dealing with a lot of different properties here.
04:08 Now, if we think about the color of it, in the dry regions the color appears to be
04:12 sort of a light brown. In the slightly wetter regions it appears
04:17 to be a darker brown. And then in those regions where we've got
04:22 a strong reflection, there doesn't appear to be much in the way of color
04:25 contribution from the color of the concrete itself.
04:27 Almost all of that is coming from our reflection of the world above.
04:32 So, I've taken the liberty of trying to paint a color map of this.
04:35 And it's not perfect, mind you, but it's a start.
04:38 So, the color is just sort of a light brown going over the course of the whole surface.
04:42 I've also painted what's called a diffusion map.
04:44 Now, the diffusion channel, in this example, well, we can kind of think of
04:48 this as a wetness map. The wetter a region is, the darker the
04:52 diffusion is going to be. And it's also going to make our materials
04:54 darker in color. If I was to take my color channel, turn
04:57 that on, take my diffusion channel here, and turn it multiply.
05:00 We'll begin to see something that's fairly close in color to the actual map.
05:05 Now, the bump channel is also very important, and the bump here is going to
05:09 control how bumpy our surface is. Looking at our reference material, we see
05:14 that there's a very distinct bumpiness on the dry regions, but in those wet regions,
05:18 it is again, a mirror-like surface. So, there's going to be almost no bump in
05:22 the center of that water. So, taking a look at my bump.
05:25 What I see is the bump is totally black where there's water, and there's a nice
05:29 variation in gray scale values where there's the concrete.
05:32 To create a material there's no better place to start than reality.
05:36 Use this as an excuse to get away from your work station and out into the world.
05:39 But when you're out there, see if you can't figure out the color, specularity,
05:43 bump, and maybe even diffusion of the view you're taking in.
05:46
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Creating a ceramic tile material using the Displacement and Bump channels
00:00 There are many times where creating a material that gives the appearance of an
00:03 object is much easier than actually modeling that object.
00:06 In this video, we'll use the Displacement channel, the Tile Shader, as well as the
00:10 Layer Shader to create ceramic tiles that push out from the surface of our object.
00:14 And we'll apply it to the cylinder to give ourselves a bit of a challenge.
00:17 Let's start by creating a new material. Name this material tile.
00:23 Now, let's add the tile shader to our material.
00:27 Click on the triangle next to texture, go to surfaces, tiles.
00:32 This gives us a gray and red tile. Go ahead and drag this material on to the cylinder.
00:38 As you can see we're going to have to adjust our tiling settings to get this to
00:42 look a little bit better. Let's play around with the tiles U setting.
00:45 I'm going to try a value of 10. That's a start, but it looks like it's a
00:49 little stretched. Let's try 8.
00:53 The value of 6 seems to be just about right.
00:56 Now, let's go into our Tiles shader. As I want to make these tiles a bit
00:59 larger, so let's adjust the global scale here to 200%.
01:06 Our tiles are all now twice as large. Looking at the Tile shader, we see that
01:11 it's got a few perimeters and colors. It's got a grout color and colors for the tiles.
01:15 For the most part grout isn't black. So let's choose a light grey In the brown area.
01:23 And for me, that's a value of R 185, G 178, B 171.
01:29 Next, I'm going to adjust the bevel width here from 30% down to 1%, which gives me a
01:36 much tighter configuration. Now let's give it another render.
01:42 That's looking better. Let's stick with these colors for now.
01:45 But try and copy our shader into different channels and see if we can enhance the effect.
01:49 I'm going to start with a Specular channel.
01:51 So in your Color channel, click on the triangle next to where it says Texture and
01:55 choose Copy Channel. This is allowing us to copy our tile
01:57 shader and paste it in the Specular channel.
02:00 Click in the triangle next to Texture there, and choose Paste Channel.
02:05 We now have an exact copy of our material in the Specular channel.
02:10 As a reminder, the Specular channel, Reflection channel, and many like it, look
02:14 for a black and white map. Where the white values are the highest in
02:18 reflectivity or specularity and the black areas are the lowest in those values.
02:22 Now grout is typically not shiny, so I'm going to set the grout color here to black.
02:28 And then I'm going to adjust the tiles reflectivity or specularity to white, so
02:34 the tiles are totally reflective. Now, I'm going to take this specular map
02:42 and copy it by clicking on the triangle there.
02:45 And I'm going to paste this in the Reflection channel.
02:49 So I'm going to turn on Reflection and click on the triangle and texture here and
02:54 choose paste. Now when I render I see this.
02:58 Perfect reflection of my environment but the tiles are now far too reflective.
03:03 What I'd like to do is give them a fresnel effect.
03:06 But I'd also like to combine that with this existing tiles texture.
03:09 In order to do that, I'm going to use something called the Layers Shader.
03:12 Click on the triangle here next to Texture and choose Layer.
03:15 This is going to create a new shader that we can click on.
03:20 And inside of it our Tile shader has already been copied.
03:23 I am now going to load into my Layers shader a Fresnel shader.
03:28 A Fresnel shader if you will recall, allows you to adjust the reflectivity on
03:31 an object based on it's angle. I am now going to click on this Fresnel
03:34 shader to open it up. And I'm going to change it to a physical
03:38 style which gives me something like this. And maybe I'll change my preset to Plexiglass.
03:46 I'm now going to go up one level which will take me back to my Layer shader by
03:50 clicking on this icon. My Fresnel shader is looking good.
03:54 I now have a reflectivity that's based on my angle.
03:57 However, it's no longer turning off in the areas where there is grout.
04:02 And that's because the Fresnel shader is completely overriding the Tile shader.
04:06 I'm going to get the two to play well together by changing from Normal mode to Multiply.
04:11 When I render again, I'll see that there are now some areas where the reflection is
04:15 not doing much of anything at all. Next, let's go ahead and go to our Bump
04:22 channel and turn that on. Click on the check mark next to Bump.
04:26 Click on the triangle here next to Texture and choose Paste Channel.
04:31 When we render now, we get tiles that seem to have some depth to them.
04:36 However they don't appear to have any shadows.
04:39 And this is where it's going to become important to actually use something called Displacement.
04:44 Displacement is like the Bump channel in that it makes your objects appear bumpy.
04:47 However, the Displacement channel doesn't do this with a texture trick.
04:50 What it actually does is move the points of your object out along their normals or
04:55 rather away from the surface. Go ahead and turn on Displacement.
04:59 Click on the triangle next to Texture and choose Paste channel.
05:03 I'm going to turn on my Interactive Render Region so I can watch these updates in
05:09 real time. Looking at this now there doesn't seem to
05:14 be a significant difference. Let's see what happens when I increase the
05:17 height to something like 20. It looks like our surface moves significantly.
05:22 Maybe 20 was overkill, I'm going to try 1. Well we might be getting some movement here.
05:27 But I think were being limited by the resolution of our cylinder.
05:30 And I can see that when I go to Display > Garage Shading Lines.
05:35 And I can see, oh yeah, I don't have enough points in order to do this.
05:39 So let's adjust our height segments, until we have the same number as we have tiles.
05:44 So I'm going to change height segments to 5 and I'm going to play around with my
05:48 rotation segments until I have 30 segments here or one polygon per tile.
05:56 Now the displacement still isn't looking very good and that's because I still don't
06:00 have enough polygons in order to see an appreciable difference.
06:03 Now if you're using the prime or light version of Cinema 4D, you'll have to use a
06:07 hyper NURBS object for what I'm about to do.
06:09 However, if you're using a more advanced version of Cinema 4D, you can turn on
06:13 something called Sub-Polygon Displacement. What this will do is sub-divide your mesh
06:17 at render time and allow you to push out additional polygons from the surface.
06:22 And we can now see when we look at this that it is pushing our surface out just a
06:26 little too far. So I'm going to change the height here
06:28 from 1 centimeter to 0.25 centimeters. And as I look, I can now see my tiles are
06:35 on my surface and they don't appear to be casting shadows.
06:38 But we can quickly remedy that by going into our Sky object, selecting our
06:43 Sunlight and ensuring that Area Shadows are turned on.
06:46 Well that doesn't appear to be the issue, so I suspect it's just our light angle but
06:50 let's not get caught up in that detail. We can continue to play around with this
06:54 Displacement Distance, perhaps a value of something like 0.15 will give us a more
06:59 realistic appearance. I now see that my tiles are pushing
07:02 slightly out from the surface in a way that is more realistic in the appearance
07:06 than bump. And you'll especially see this if you come
07:08 in and look at the profile of your object. Now you can continue layering textures in
07:14 this fashion. Perhaps you might want to to add a noise
07:17 to the surface of the tile in the Bump channel.
07:18 The Layers Shader acts like the Layers Manager in Photoshop and allows you to
07:22 creatively stack your materials. And when only real surface detail will do,
07:27 but you don't want to model that detail. An image or shader in the Displacement
07:30 channel can create detail that even holds up when viewed from extreme angles like we
07:34 see now.
07:35
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Adding soap scum to the ceramic tile's surface
00:00 Materials help to tell the story of an object's life.
00:03 Pristine textures have led ascetic lives where they've never left the confines of
00:07 your computer. Adding indications of regular use and
00:10 abuse can help sell the realism of an object.
00:13 Here are some tiles that I've rendered out and they look they've walked right off the
00:16 showroom floor. Here they are again with the addition of
00:19 some soap scum and mildew. Now, these are not as much fun to look at,
00:22 but they do tell a story. Perhaps these are tiles from a, college
00:26 student's first apartment. Gee-ross.
00:29 In this video, we're going to focus on how to add soap scum to the surface of our tiles.
00:33 Before we do that, we have to sort of figure out what soap scum is, and for
00:36 that, we have reference imagery. Taking a look at this faucet right here, I
00:40 see that there's some white buildup on the front.
00:42 Now, I think that's probably actually a calcium deposit, but it gives me a sense
00:46 of what materials that build up because of water look like.
00:50 Underneath this, I have another example. And we can see it on the surface here of
00:54 this faucet. It's sort of a white buildup along the top
00:58 of my silver here with some splotches in it.
01:01 And soap scum as I understand it is just soap that's been liquefied and has
01:05 splashed around onto surfaces and then dried again.
01:08 So its material properties are pretty similar to soap itself in terms of color,
01:11 it's probably a milky white. In terms of specularity it's probably not
01:15 that shiny. And in terms of bump, we're not dealing
01:18 with a lot of bump if we are at all it would be the buildup of the surface on our
01:23 material over time. And in order to simulate that, what I've
01:26 done is found an image of water buildup. In this case it's water color on a surface
01:33 that's built up over time. But I feel like I should be able to use
01:36 this to create a good alpha channel. Which I've already done.
01:39 So, here we are again. This is a black and white version of a
01:42 certain portion of that previous image and I've made it seamlessly tileable.
01:46 So we should be able to layer this on our materials in any way that we want.
01:49 Once again here is that final result that we are shooting for.
01:52 Just a layer of soap over the surface of our tiles.
01:55 So, let's go ahead and get started. Create a new material and let's name it
02:01 Soap Scum. Again in terms of color we're looking for
02:06 a light gray, maybe with a little yellow hue to it.
02:10 And for me I'm going to use a value of 188, 182, 167.
02:17 The specular on this should be pretty low because it's not a very shiny surface if
02:21 at all. So maybe I'll give it a one or two percent specular.
02:24 I'm now going to apply my soap scum material to the surface of my tiles.
02:29 And render. Well it now just looks like I have white tiles.
02:32 And if I'm being generous with myself, these are tiles that look like soap.
02:36 But what we want to do is make it just a thin layer of this soap.
02:41 So the easiest way to do that is with our alpha channel.
02:44 So go ahead and turn on alpha, and into your alpha channel, load that soap scum texture.
02:49 So click on those three dots, and navigate to your textures folder, and grab the
02:53 scumalpha.png, and choose Open. Looking at our texture again, we now see
02:59 more of our tile surface peeking through, but there appears to be some strange
03:03 stretching, and that's due to the fact that we're using UVW coordinates on an
03:07 object that doesn't have good UV setup. So let's click on our Texture tag and
03:12 change Projection from UVW to Flat. Now I want my texture to cover the entire
03:18 surface of my material. So I'm going to click on Tags and choose
03:22 Fit to Object, which will automatically scale up my texture.
03:26 And I'm just going to click yes on this dialogue.
03:29 My soap scum is now spread out over a larger surface.
03:33 And now I want to adjust the strength of it.
03:35 And to do that, I'm going to click on my triangle here, and use my Filter Shader.
03:40 If I open this up now, I've got a few different things I can access.
03:44 If I lower the brightness, I'm lowering the overall opacity of my surface.
03:50 So setting it down to say negative 40 ensures that our soap scum is never over
03:54 powering our tile. If we turn on clipping, we can determine
03:57 how thick the buildup is and if there are any regions that don't have any buildup at all.
04:02 By pulling down the high clip, what we're going to do is make thicker regions of
04:06 this soap scum. And by bring up the low clip, we'll be
04:09 able to limit the soap scum to select pockets.
04:13 So let's just play around with the brightness a little bit more, maybe bring
04:16 that down a smidge, and if you want, you can also play around with the gamma, to
04:20 achieve similar effects as the low and high clip.
04:23 This looks pretty good to me now, so I'm going to close my material editor and do a
04:27 preview render. So to review, what we've done is create a
04:34 material that has a properties of soap and we're using a texture in the alpha channel
04:38 to layer it over an existing material. And if you like to ensure you don't get
04:41 your rent deposit back, follow along in a future video on how to add mildew.
04:45
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Adding mildew to the ceramic tile's surface
00:00 In this video, we're going to tackle adding mildew to a grout surface.
00:04 This is our image without any soap scum or mildew.
00:08 This is it with the addition of some soap scum which you can view in a different video.
00:11 And this is more or less the final result that we're shooting for.
00:14 So let's talk about mildew and what it's like.
00:18 Now with mildew like all materials, first we want to try and find some reference
00:22 imagery which I've done. And then we want to talk about the color,
00:25 the specularity, the bump and maybe the diffusion of that material.
00:30 So looking at this mildew right here, I can get a sense of how it's placed, but
00:35 it's a little difficult to make out the color.
00:37 In this example, I'm seeing the mildew a little bit more up close and it appears to
00:43 have a fairly high diffusion levels. So it's darkening the surface that it's on
00:48 pretty strongly. The bump seems to be coming from the
00:51 surface below it, the surface of the grout.
00:53 And the color seems to be a little red brown if it is anything at all.
01:00 Now, let's see if we can find a better example of this and unfortunately we got
01:04 exactly what we were looking for. This is a rust and mildew build up.
01:08 Mildew, I believe is a sort of mold that forms between the tiles in your shower,
01:13 and that's why it shows up in these big clumps and sort of grows out with these
01:16 organic borders. So, in terms of color, we're looking for
01:19 something that is sort of black and, rusty brown, maybe a dark green.
01:24 If it's wet, it has a fairly high specularity, and if it's wet, it also is
01:29 fairly high in diffusion. The bump for the surface is coming sort of
01:33 from the grout below and ugh, that's just disgusting.
01:37 Now, onto an image that we're going to use to try and superimpose our mildew on our surface.
01:42 This is a yellow image map that I've downloaded and it's just a water color and
01:46 I've converted this into a seamless alpha channel that looks like this.
01:49 And I've chosen this because it adds semi-organic borders and well also I
01:53 already had it. So well ideally I would to use a black and
01:57 white alpha from say moss growing or something that's going to have those truly
02:01 organic borders. This is going to have to do because well,
02:03 it's what I have. So let's go ahead and open up our starting scene.
02:08 And what we'll see is this, it's our tiles with a little bit of soap scum on top.
02:15 Now, in order to create our mildew, we have a couple of options.
02:18 One, we could add it to our existing grout texture.
02:21 But I don't like that because it makes it more difficult to scale my texture for my
02:26 mildew after the fact. So I'm going to build it separately.
02:28 And to do that, I'm going to create a new material, which I'm going to name Mildew.
02:34 Now, if we'll recall, the color of mildew is sort of rusty green-brown.
02:39 So, I'm going to go into my color channel, and I'm going to find a green-brown,
02:43 fairly dark one, maybe kind of saturated like this.
02:48 And chose Ok. So for me that's a value of 79 59 22.
02:52 Specular, I'm going to keep fairly low. I'm going to assume that we're working
02:57 with mildew that is already dried. We're not in a wet shower here.
03:00 So, I'm going to lower the height, maybe lower the width a little bit and the
03:06 height I'm going to set maybe to 1% or something very mild.
03:09 Now, I'm going to also add a little bit of diffusion, or darkening, based on my alpha channel.
03:16 So in the diffusion channel, I'm going to turn that on and then I'm going to load in
03:21 my scum alpha texture and choose Ok. What this does is it darkens my mildew in
03:27 certain regions and if I adjust my mix strength here, I can, sort of, layer that
03:32 right on top of my pre-existing material. Now the next thing I'm going to want to do
03:36 is add in an alpha channel so that I can superimpose this on my grout.
03:40 So I'm going to go to my Alpha channel, turn that on, and I'm going to click on
03:44 those three dots next to texture. And I'm going to load in that same scum
03:47 alpha map. That gives me something like this and I'm
03:51 now going to apply this material to my wall/grout object.
03:56 And now when I render I get this, it's pretty good but it looks like it just sort
04:00 of a general wash of this mildew. It doesn't look like it's growing in clumps.
04:04 So to achieve that look, I'm going to click on the triangle next to texture and
04:08 use my filter shader. I'm going to click on my filter shader and
04:12 turn on clipping. Clipping is what allows me to add clumps
04:16 of things. So I'm going to take my high clip value
04:19 and drag it over to the left and that's going to really darken up my mildew on my surface.
04:24 There are now regions that are totally mildew and now I'm also going to adjust
04:28 the low clip and bring that fairly close to the high clip in order to ensure that
04:31 there are quite a few regions that have no mildew whatsoever.
04:36 And this gives me that nice clumping appearance.
04:39 Now a problem that I have right now is that the mildew now appears a little bit
04:44 too dark. Its a little overwhelming so I'm going to
04:47 lower the brightness of this material slightly.
04:50 So that some of the grout is still showing through.
04:53 If I didn't want to do that, I could also go to my diffusion channel, and lower the
04:57 strength of my diffusion to ensure that my material is not being overwhelmed by this
05:02 diffusion channel. So for me, I guess, a mix strength of
05:05 about 25% is working pretty well. I'm going to close my material editor
05:09 here, and render out a preview. Certainly there's some room for some
05:16 tweaking here, but I'd say it's a pretty good looking result.
05:19 As you create your materials, think about what happens to them on a day-to-day basis.
05:23 With some creative layering, you can create realistic wear and tear on a
05:26 surface, or in this case, active neglect.
05:29
Collapse this transcript
Creating a rusted metal material with the Layers shader
00:00 In this video we're going to take a basic skill material and ravage it with rust.
00:04 This is a reference image a general starting point for what it is we're trying
00:07 to create. And we see that we have steel and we have
00:10 rust there, two main materials that play here.
00:13 The steel is shiny. It's reflective.
00:16 It's reasonably smooth. The specularity, that's going to be fairly
00:20 high, and the rust itself is fairly matte. It's not very specular.
00:26 The color is roughly red. And in terms of bumpiness, there's a very
00:30 fine bumpiness to it, sort of, along the surface.
00:34 And the main bump especially in this first piece of reference is in the interplay
00:38 between the steel and the area that's rusted away.
00:41 Now, as we take a look at our Rust Alpha, this Rust Alpha image is, is seamless
00:46 texture that I've created from that Rusty Steel Reference.
00:50 I've selected for the RustyElements and used those to build up this AlphaChannel.
00:55 Now, I've created a scene for us that has a default rust material.
01:00 It's basically a red, and maybe dark gray material.
01:04 And in terms of bump, there's not a lot going on there.
01:06 We've also go a steel material, which is reflective and it's sitting over the top
01:11 of our rust surface on our teapot. When we render all we really see is this
01:16 smooth steel and so what I'd like to go over now is how to start eating away that steel.
01:22 Go ahead and open up the old steel material and go to the Alpha channel.
01:28 It should already be turned on. Next, to texture here there is three dots
01:31 go ahead and click on those and go to your texture folder and locate the
01:36 rust_alpha.png file then go ahead and choose open.
01:40 What you'll notice when you turn on the interactive render region is that you will
01:44 have rust showing through but I think I might want a little more steel than I am
01:48 seeing at the moment. Also my interactive render region is
01:51 pretty slow so I am going to go into my render settings and temporarily turn off
01:55 global illumination. If you have Cinema 40 Prime this probably
01:58 won't even be an issue. So, now I've got a faster preview and I
02:03 can use this to start playing around with my texture.
02:06 I'm going to add a filter shader to my rust alpha so that I can control how much
02:10 rust there is. Go ahead and add that filter shader and
02:13 then click on it. If you turn on clipping, you can adjust
02:17 high clip to ensure that there are more regions of steel.
02:21 And you can bring up the low clip to ensure that there are more regions that
02:24 are totally rusted. And so now we've got a strong interplay
02:27 between the steel and the rust. I'm now going to use this to feed the bump
02:32 channels for both of my textures. So, I'm going to take my Alpha here, and
02:35 I'm going to copy it. So, take the alpha channel, click on the
02:39 triangle next to it, and choose Copy Channel.
02:41 And for your steel, click on Bump, because my steel is my top texture, I want it to
02:45 appear to raise up. So, I'm going to click on this triangle
02:48 next to Texture, and choose Paste Channel. The steel is now rising up from the
02:53 surface, and looking pretty good. But my rust appears perfectly flat.
02:58 I want to give it a little bit of depth as well.
03:00 So, now I'm going to go to my rust material, go to its bump channel and load
03:05 in a texture as well. And for this, I'm just going to load in my
03:09 plain rust alpha. This way, I can get a lot of variation
03:12 within my texture. And if I want, I can play around with the string.
03:17 This is it at plus 100. Let's see what it looks like at negative 100.
03:21 I can't really make this out from this distance, so I'm going to zoom in just a
03:25 little bit on a region. Let's go ahead and leave the bump strength
03:34 at maybe around 50%, and add a filter shader to add a little bit more contrast.
03:39 So, click on the triangle next to Texture and choose Filter.
03:43 Go ahead and click on that filter shader. And, let's just increase the contrast overall.
03:48 It's going to make our bump a little bit more extreme, and I'd say that we're off
03:52 to a pretty good start now. I'm just going to hit Cmd+Shift+Z to undo
03:56 my movement to my camera. And take a look at my render.
03:59 This is looking pretty good, I feel though, that I'm going to want to
04:03 selectively darken parts of my rust, and I'm going to do that by adding that same
04:06 material to my diffusion channel. So, double click on rust, and activate the
04:11 diffusion channel. And inside of there click on the three
04:15 dots and locate that rust alpha image. You'll see that this is now darkening up
04:19 that portion of our image. If I just lower the mix strength here, I'm
04:23 getting a good combination of all of that. Let's just go ahead and do a final preview render.
04:29 Oddly steel looks more like steel when it rusted.
04:33 And that's because of striking difference in color, specularity and bump between
04:37 those two surfaces. Layering a materials and creatively using
04:41 the same map over and over again allows it to combine these different elements seamlessly.
04:45
Collapse this transcript
Creating a cracked paint material
00:00 Sometimes materials crack and blister revealing another surface underneath.
00:04 In this video, we will use a combination of materials, deformers and shaders to
00:08 create the appearance of cracking paint. This is our reference imagery.
00:12 If I had to guess the photographer took a picture of some sun-bleached and damaged
00:17 deckchair on the east coast and this is what here she came up with.
00:22 There are a few things that I want to point out about this.
00:24 First the color is fairly uniformed so the color of our surface is pretty standard.
00:29 The top layer of paint doesn't seem to have much in the way of specular.
00:34 In terms of bumpiness the surface is fairly smooth except for those regions
00:38 where it's pulling away. So it seems to be fairly smooth paint with
00:42 these large distortion as it pulls away from the surface.
00:46 And then the really key element in terms of what sells this a factor.
00:49 What creates it is the shadow. From the outer layer of paint that has
00:53 being cast on the painted wood down below. And so that's what gives us those really
00:59 dark lines and regions that makes this almost look like a salt lake bed that is
01:03 dried up. In order to create this, I've
01:06 pre-generated a couple of textures for us. One is an alpha channel, that is white
01:12 where there should be paint and black where I feel like the lower region is
01:16 going to show through. And there's also this bump, or
01:19 displacement map, that is white in those regions where the paint is peeled the most
01:23 away from the surface. And black in those regions where it's
01:26 closest to the surface. Now, this isn't perfect but it should
01:29 probably get us close enough for the effect that we want.
01:33 In order to create this I've got a tea pot and base paint material.
01:37 Let's just take a look at that base paint material.
01:40 The color is a light blue, not quite what we have from the image but a pretty good start.
01:44 And the illumination model is Oren-Nayer so it's not at all shiny.
01:47 So let's go ahead and duplicate this base layer by holding down the Cmd or Ctrl key
01:52 + dragging. And I'm going to name this Cracking Paint.
01:56 And I'm going to temporarily replace the material on my teapot with this.
02:00 So, I'm going to click and drag cracking paint onto the texture tag that's on my teapot.
02:06 Let's go ahead and load in that alpha channel first.
02:08 So go to alpha and turn that on. Click on those three dots next to the
02:12 texture and select your blistered_alpha.png file.
02:16 Looking at this now, we see that we already have a nice cracked appearnce to
02:21 our pane. But the surface seems very flat.
02:24 I'm now going to go ahead and use my bump channel to try to bring this surface up a bit.
02:28 So turn on Bump, click on those three dots next to texture, and load in our blistered
02:33 map displacement and choose okay. And this gives us something like this.
02:38 It's alright. Let's see what happens when we increase
02:41 the strength of our bump significantly. It's doing something, but it's just not
02:44 giving me the appearance that I want. And for this, we're going to use something
02:48 called the normal channel. The normal channel is sort of like a child
02:51 of the bump channel and the displacement channel.
02:53 It allows you to add surface roughness to your object that look much better than bump.
02:58 Without the need for really detailed geometry like the displacement channel
03:01 asks for so go ahead and turn on the normal channel.
03:04 Lets load in that blistered bump displacement image again.
03:08 And when we render we get a very strange result.
03:11 I'm going to temporarily turn off global illumination so our renders come up a bit quicker.
03:15 So go into your Renders Settings, turn off Global Illumination and then close the
03:21 render settings. We now get this.
03:23 It's still pretty slow and that's probably due to ambient occlusion.
03:26 Now the appearance here is pretty strange and that's because the normals channel
03:29 actually doesn't take a black and white image.
03:31 It takes an RGB image. But I don't have a specific normals
03:34 texture generated, so we're going to use a special shader that takes our black and
03:37 white image and makes it readable by the normal layer.
03:39 So click on that triangle and navigate down to effects normalizer.
03:44 The normalizer allows us to go into our texture here and adjust its appearance.
03:50 Go ahead and increase the strength here. I'm going to choose a value of 100 and I'm
03:56 going to change my filter from Condensed to Sobel 4X.
04:00 And if you right click on the filter here and choose show help you can read up on
04:04 these various filters in the manual and figure out which one's going to be best
04:07 for you. If you increase the delta value, you're
04:11 going to increase the overall strength of this.
04:13 And I'm finding that there's a lot of really fine detail, a lot of fine noise
04:18 here that I don't want. So what I'm going to do is add a very
04:21 slight blur to my image. So my blur offset here, I'm going to set
04:25 to 0.1 percent. Let's smooth things out a bit, maybe
04:28 that's not quite enough, I'm going to try a full 1%.
04:31 And there we are, we now have a more smooth bump for our paint that's going
04:35 over our surface. Now as I render this I'm seeing a pretty
04:39 good looking paint, but if I get in close to certain regions I start to see that
04:43 there's actually no surface underneath this is showing.
04:46 So what I want to do is actually build a lower surface, and to do that, I'm
04:50 going to duplicate my teapot. And I'm going to name it, Teapot Inner.
04:57 I'm going to take my base paint, from my Materials browser down here and drag it
05:00 onto my teapot inner. So I've got a plain paint.
05:03 Now the problem, right now, is that my teapot and my inner teapot are in the
05:07 exact same position. So I want to take all of the polygons of
05:11 my Teapot Inner and just force them in a little bit, to make it a little bit thinner.
05:15 And I could do that by selecting all the polygons and using a normal move or
05:20 adjusting my splines, but there's a trick for doing this really easily.
05:23 And that is to add what's called a displacer deformer.
05:26 So go ahead and click on the displacer and drag it in to your Teapot Inner as the
05:30 last object below all of your other objects.
05:33 The displacer basically does the same thing as the displacement channel on your
05:37 material, but it allows you to preview it in the editor.
05:40 Go to the Shading tab and click on the triangle next to Shader.
05:44 Load in a color and the color I've selected is white.
05:48 Now, what you'll notice is that we now have a very pillowy marshmallowy looking object.
05:51 If I go to my object tab here, I can adjust the height that it is pushing out
05:57 my surface. Right now, it's set to intensity centered.
06:00 I'm going to change this to just Intensity and I'm going to set the height to
06:03 negative 1 and see what happens. It's looking alright but I don't think my
06:08 surface is actually a full 1 centimeter away.
06:10 So I'm going to change that to negative .1 and now when I look I've got a distinct
06:15 outer surface and inner surface. Now, if I was really good I'd go back into
06:19 my alpha channel and paint some regions totally black.
06:23 To represent those places where there are no paint chips on the top layer, but I'll
06:26 leave that as an exercise to you. Layering materials like this can help you
06:30 create objects that have an evident history.
06:33 By using the normal channel, you can also add an appearance of dimensionality to
06:36 your textures.
06:37
Collapse this transcript
Conclusion
Next steps
00:00 Now that you've completed the course, you may be wondering about some next steps.
00:03 Let me recommend some courses to you. Rob Gerret's CINEMA 4D Essentials covers a
00:08 lot of the same ground that we do. However, he also talks about texturing
00:11 with body paint. And that's something that we really didn't
00:14 have a chance touch on. And body paint is a really great tool in
00:17 CINEMA 4D, that allows you to paint directly onto your models.
00:20 And it's defiantly worth a look. You might also want to take a look at my
00:23 course, Production Rendering Techniques in CINEMA 4D.
00:27 In it, you'll find some rendering techniques as well as some information on lighting.
00:30 And lighting really is the key difference between a good looking render and a great
00:34 looking render. I'd also like to recommend an amazing free
00:37 resource, Grayscalegorilla.com. Nick Cambell and his contributors Chris
00:43 Schmidt and a number of others have created a really great resource with lots
00:46 of tutorials on texturing and lighting for specific cases.
00:50 If you'd like an even more in depth understanding of a lot of the content that
00:54 we've covered, you might consider purchasing a copy of Digital Lighting and
00:58 Rendering by Jeremy Birn. It's a fantastic book and I recommend it
01:01 to all beginners in CG. Thanks so much for watching and best of
01:04 luck as you create those materials.
01:06
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By signing up, you’ll receive about four emails per month, including

We’ll only use your email address to send you these mailings.

Here’s our privacy policy with more details about how we handle your information.

   
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