Join Andy Needham for an in-depth discussion in this video Create, modify, and apply materials, part of Cinema 4D R20 Essential Training: VFX.
- [Instructor] Let's look at how we can create, modify, and apply materials. in this scene, and a material in the material manager. So we'll begin by applying this to the objects. We can click and drag and we can put it onto a mushroom and we can then hold down Control or Command We can just click and create another one and just drag them down. Now that's kind of manual. We can remove these just by dragging out a marquee selection and pressing delete or backspace. Then we can move this texture tag onto the parent null and you can see that everything else, all the children in the hierarchy, take on the tag. Now another way of applying a tag to a children is to right-click and choose copy tag to children. Be careful of this, because if we reveal the deformers that we have here, which seems a little bit unnecessary. we can drop down our tag section here, double-click all our textures, we've got 13 of them which we don't really need, we can use edit, delete, and so we've got rid of all those textures now. What we could do to assign this texture in another way would be to come over to the material, double-click, we'll open it in the material editor, and in the assignment tab, we could just drag in the hierarchy or objects that we want to assign this material to, like so. So by doing that now, we have the materials on there. So we'll just close down this, and let's just start to work with creating some materials. Let's have some fun creating a material for this mushroom. Now I can create a copy of this by choosing edit, copy, and then edit, paste. If I delete that, a much faster way would be to select the material and hold down Control or Command So I'll just reapply this because it seems to be lost and that's another thing worth noting. in it doesn't have a material assigned. So we can assign materials this way, just by dragging and dropping into the field. Let's change the mapping back to UVW So we'll open up this new material. We could call this mushrooms blue, and, you guessed it. We're going to try and make this that we have here, the main one, and as we work, we can see the changes. to change the knot settings, choose OK. and in fact, I rather like how sort of purpley and funky that is. but you could come into the noise and, if you'd like, let's just do it while we're here, we'll change this over to be And yeah, that's looking kind of cool still. Let's create a new material from scratch. So we can create a new material this way and I will start to work with this in the material editor. I think what we're going to do is we'll just assign it to, say, this mushroom here. Now you can assign it by just dragging So it's another way of adding material. and in that, I want to come in and choose shader gradient. and we can change this type to V, Now we want to change our white color to, say, maybe a sort of green. I'm going to change this black color and let's change that, and now we can start to add some variation to this. We'll use another shader, choose noise. We can set the type to be multiply. If we want this to be stretched out we can just take the relative scale on the Y, if this is X, Y, and zed, and just make it zero and it will stretch out infinitely. We can increase the contrast here. We can change the color. And then we could even add another noise shader to break that up further. Could overlay that on top. Just jumping in here and changing the different noise types, so something interesting, that's kind of cool. Maybe increase the scale of this and we could lower the opacity just so it's not as intense, if we change the colors as well. That's kind of interesting but I think we'll go for, to the darker tone. Now let's copy this, and go over to our reflectance. We can delete the default specular. We'll just press remove. We can add a Beckmann and turn off the specular strength but increase the roughness by quite a bit. Now there's these little arrows here, we can drop this down and add the texture into our roughness so we can control where the roughness is. We can right-click and paste this in, and it's kind of looking for a grayscale. Think it would interpret in that way but we could just take out the color that we have here and just take that all out. Same again with this. and I might want to bring the overall strength Let's copy this texture from the reflectance of assigning materials. You can see now that the main hierarchy, it's just going to be looking towards the parent for its material. on it will override what's set up in this hierarchy here. to stack materials to see, almost like audition them, we could also bring in another texture tag and so the hierarchy works left to right. So this is more important now. turn this off, you could just assign it So just a full stop and that will turn it off. So I'll just remove that for now, modify, and apply materials.
- What are VFX?
- Automatic and manual 2D tracking
- Solving the 3D camera
- Calibrating a camera
- Scene reconstruction
- Object tracking
- Animating geometry
- Animating cameras
- Creating and applying materials
- Working with Projection Man
- Creating fractures
- Making fractures move
- Rendering using takes and tokens
- Compositing multipass renders