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Shaders

From: CINEMA 4D R11.5 Essential Training

Video: Shaders

Now the default material we've been using up to this point in the course is pretty powerful for creating different textures in Cinema 4D. But wait, you've guessed it, there is more. Yeah, shaders. And actually shaders are just like materials. They just have different channel options optimized for specific uses. So as you can see here there is a shader for wood. There is one for kind of tarnished metals where you can mix two different channels together. We have one that's great for shading biology type animations, marble shader and glass.

Shaders

Now the default material we've been using up to this point in the course is pretty powerful for creating different textures in Cinema 4D. But wait, you've guessed it, there is more. Yeah, shaders. And actually shaders are just like materials. They just have different channel options optimized for specific uses. So as you can see here there is a shader for wood. There is one for kind of tarnished metals where you can mix two different channels together. We have one that's great for shading biology type animations, marble shader and glass.

And I made the effort of actually making sure to leave the names of the different shaders down here, so you can see them. But just so you know, as I am clicking through the different shaders, when you have one selected, for example the Floor here, it's just says Material because that's the default material. If I click on Banzi here, we can see it's the Banzi shader. So your shaders always listed in the upper-left corner of your Attribute window. Now just so you know where all these shaders came from, go to your Window and open the Content Browser. As you can see I've been kind of snooping around already, but just so you know where we are, in Presets under CINEMA 4D, in your Materials, you notice they'll actually have folders named after each one of these different shaders.

So if I open the Danel folder, you can tell that it's actually great at creating different metallic-like textures. Feel free to browse through the different folders and see all the different pre-built shaders that already are in your Content Browser. If you want to use any of them, all you have to do is just drag them down into your Layer Manager or you can drag them right onto your object or just simply double-click. So let's close the Content Browser for right now, and let's select the Banzi shader.

Notice we have an option for Wood. If we go to the Wood channel, there are specific settings like Ring Intensity and Core Variance and Variance Scale. You get the general idea. You can go in here and tweak things, and with the shader, you can make some pretty realistic looking wood. Now in order to make these changes and see them update in the scene, you can always go up under your Display Settings and open Enhanced OpenGL and go through the different settings. But since that's different for everybody's computer, what I'm going to do is click and hold on the Render and Picture Viewer option and choose Interactive Render Region.

Notice it creates a box in the center of your scene. You can grab any of the corners here to focus on a specific area, and if you grab an edge, it will allow you to reposition the window. This little right arrow here will allow you to increase the level of detail as you make your changes. So let's go ahead and change some of the settings in the wood. The first thing I'm going to do is double-click on this color chip here and change the color of the wood, so it looks a little more green. And we can go ahead and change the brown by double-clicking it and let's go ahead and make that sort of a white and click OK.

Now we have a very green and it almost looks like an apple core, but you get the general idea. I can see this update with the Interactive Render Region. Let's go ahead and move our window over to our second sphere over from the right. This one is the Mabel shader and as you can tell, it has a lot of different channels that you can tweak. This is great for creating surfaces that have a lot of veins, like marble. So let's go ahead and change the Veining Turbulence by clicking on this button here. Feel free to choose any of the different options and you'll notice now it's updated back to our shader.

So I encourage you to go through each one of the different shaders yourself and adjust some of the options to see what kind of new materials you can create.

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This video is part of

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CINEMA 4D R11.5 Essential Training

95 video lessons · 14520 viewers

Ian Robinson
Author

 
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  1. 12m 8s
    1. Welcome
      1m 12s
    2. Using the exercise files
      47s
    3. Understanding CINEMA 4D bundles and editions
      2m 8s
    4. Exploring new features in R11.5
      1m 12s
    5. Understanding 3D
      6m 49s
  2. 1h 22m
    1. Overview of the interface
      7m 5s
    2. Using viewports
      4m 46s
    3. Translating and moving objects in the viewport
      5m 19s
    4. Touring the Attribute Manager
      5m 10s
    5. Using the Object Manager
      7m 25s
    6. Customizing the interface
      6m 29s
    7. Adjusting render settings
      6m 26s
    8. Introducing primitives
      3m 26s
    9. Modeling with primitive objects
      6m 39s
    10. Using deformers to refine objects
      6m 27s
    11. Grouping objects
      5m 25s
    12. Optimizing models for animation
      3m 15s
    13. Introducing keyframing
      3m 44s
    14. Creating and applying basic materials
      5m 16s
    15. Getting organized with layers
      5m 26s
  3. 54m 34s
    1. Creating splines
      8m 38s
    2. Importing Illustrator files
      6m 21s
    3. Extruding splines from an imported Illustrator file
      6m 52s
    4. Troubleshooting extrude NURBS
      4m 35s
    5. Creating and arranging text
      7m 21s
    6. Using Sweep NURBS objects
      11m 4s
    7. Using Lathe NURBS objects
      4m 41s
    8. Using Loft NURBS objects
      5m 2s
  4. 52m 34s
    1. Introducing polygon modeling
      4m 8s
    2. Using Extrude
      4m 18s
    3. Adding detail with Bevel
      5m 30s
    4. Refining a model
      9m 2s
    5. Creating and saving selections with selection tools and sets
      7m 39s
    6. Connecting objects with the Bridge tool
      11m 35s
    7. Using the polygon tools
      10m 22s
  5. 10m 47s
    1. Smoothing things out with HyperNURBS
      4m 17s
    2. Creating organic models by weighting HyperNURBS
      6m 30s
  6. 25m 58s
    1. Modeling with Array
      4m 45s
    2. Array object axis
      6m 31s
    3. Modeling with Symmetry
      8m 26s
    4. Modeling with Booleans
      6m 16s
  7. 36m 14s
    1. Duplicate
      6m 29s
    2. Arrange
      2m 36s
    3. Randomize
      2m 20s
    4. Transfer
      2m 50s
    5. Disconnect and Split
      4m 43s
    6. Explode Segments
      4m 9s
    7. Connect
      2m 34s
    8. Converting modeling objects
      10m 33s
  8. 34m 28s
    1. Exploring material channels
      6m 57s
    2. Shaders
      3m 35s
    3. Using Bump and Displacement maps
      4m 19s
    4. Applying materials to objects caps
      4m 2s
    5. Applying materials to a complete model
      7m 46s
    6. Placing textures with the Texture tool
      4m 11s
    7. Animated textures
      3m 38s
  9. 28m 22s
    1. Getting started with lights
      6m 12s
    2. Getting started with cameras
      5m 10s
    3. Volumetric lights
      4m 11s
    4. Using the Exclude feature with lights
      1m 28s
    5. Creating and adjusting shadows
      2m 14s
    6. Using target lights and target cameras
      6m 23s
    7. Setting up three-point lighting
      2m 44s
  10. 32m 47s
    1. Understanding the timeline
      6m 23s
    2. Adding and controlling keyframes
      6m 37s
    3. Fine-tuning keyframes using FCurves
      5m 26s
    4. Animation paths
      8m 40s
    5. Linking animations with SetDriver and Driven
      5m 41s
  11. 59m 17s
    1. Exploring render settings for stills and animation
      8m 36s
    2. Outputting a file using the picture viewer
      7m 24s
    3. Setting up tags for After Effects and Motion
      9m 9s
    4. Integrating with After Effects
      9m 2s
    5. Integrating with Motion 4
      6m 36s
    6. Introducing Global Illumination
      7m 18s
    7. Fine-tuning Global Illumination
      6m 56s
    8. Rendering with Sketch and Toon
      4m 16s
  12. 51m 50s
    1. Getting started with MoGraph
      5m 1s
    2. Creating MoGraph text objects
      4m 56s
    3. Cloner objects
      6m 21s
    4. Spline Wrap
      6m 54s
    5. Getting started with MoSpline
      6m 54s
    6. MoDynamics
      8m 16s
    7. Enhanced MoDynamics
      5m 41s
    8. Using the Sound Effector
      7m 47s
  13. 27m 21s
    1. Preparing models for BodyPaint
      4m 27s
    2. Defining and manipulating UVs in BodyPaint
      10m 55s
    3. Painting in BodyPaint
      11m 59s
  14. 33m 18s
    1. Introducing particles
      5m 17s
    2. Manipulating particles
      5m 49s
    3. Creating a Pyro Cluster
      3m 10s
    4. Manipulating a Pyro Cluster
      7m 53s
    5. Adding a Pyro Cluster to an animation
      11m 9s
  15. 6m 28s
    1. Collecting and archiving a project
      2m 18s
    2. Exploring helpful shortcuts
      4m 10s
  16. 22s
    1. Goodbye
      22s

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