Применение материала

Существует два способа присвоить материал объекту.


1) Если сцена Cinema 4D содержит материалы, то вы сможете выбрать один из них, кликнув на иконку и выбрав его из всплывающего меню.


2) Вы также можете перетащить работу из Illustrator или размещённое изображение на объект, что создаст новый материал.


Для удаления материала, выберите его и кликните по иконке корзины справа внизу панели.

Свойства материалов

Клик по материалу в панели структуры сцены или панели материалов отобразит его атрибуты. Свойства материала можно разделить на две группы:

Изначальные свойства, то есть каналы материала, определяющие его особенности (глянец, структуру и т. д.), и свойства проекции, которые определяют проекцию материала на объект.

Вы можете переключаться между этими двумя режимами, используя кнопки верху справа на панели. Обратите внимание, что настройки проекции отобразятся лишь если материал задан какому-либо объекту.

Режим канала материала

Projection mode

MATERIAL PROPERTIES (h)

Rasterization:
Sets the resolution of the artwork applied within Illustrator. Higher dpi will result in a higher resolution texture.

COLOR CHANNEL

Color:
Клик по цвету откроет диалоговое окно, в котором вы сможете выбрать базовый цвет для материала.

Texture:
Отобразит текстуру или шейдер, заданные материалу. Вы можете перетащить сюда элементы Illustrator, чтобы задать их в качестве текстуры.  

Mix Strength: 
При помощи этой опции вы можете задать, насколько сильно будут смешаны цвет и текстура (при 100% будет отображена лишь текстура, а при 0% — только цвет).

Настройки свечения

Transparency Settings

Reflectance Settings

TRANSPARENCY:

Defines how transparent your object will be. 100% produces full transparency, 0% makes the object opaque.

REFLECTANCE:

Reflectance Brightness: Defines how reflective your object will be. 100% will result in a fully reflective material, 0% will result in a non reflective material.

Specular Brightness:
 Defines the specularity of the material. 100% will give you full specularity, 0% will give you no specularity.

Настройки рельефа

Настройки альфы

PROJECTION PROPERTIES (i)

PROJECTION TYPE

You can choose between the following modes

Spherical:
Spherical mapping projects the texture onto the object in a spherical form.
Spherical projection is rarely suitable for flat objects. Spherical or cylindrical shapes will easily distort the texture.

Cylindrical:
This mapping type projects the texture onto the object in a cylindrical shape.
Cylindrical projection is rarely suitable for flat objects. Distortion will also occur with spherical objects.

Flat:
Flat mapping projects the texture onto the object in a planar direction.
Flat projection should primary be used with flat objects only. The texture is soon distorted when applied to a sphere or cylinder.


Cubic:
Cubic mapping projects the texture onto all six sides of a texture cube.

Frontal:
The texture is projected from the camera position onto the object. This ensures that, if the texture is projected onto a Polygon object and onto a Background object, the two textures match exactly (assuming the Texture tags for both objects use the same Offset and Length values). You can create various visual effects using Frontal mapping, or create compositing tricks directly in Cinema 4D.

Spatial:
Spatial mapping is similar to Flat projection. However, with Spatial mapping, the texture is pulled up and to the left as it passes through the object. Spatial mapping does, however, cause some distortion and as such it is not suitable for photographic images. Spatial mapping is more suitable for structural textures such as plaster and marble.

UVW Mapping:

If an object has UVW coordinates, you can select them as the projection type. In this case, the texture geometry is fixed to the object surface and is subject to all subsequent movement and deformation applied to the object. An example of UVW mapping is the page of a book as it is being turned. First you must fix the texture (e.g., text and an image) to the page using UVW mapping. The texture will bend with the page.

Shrink Wrapping:

With this projection type, the center of the texture is fixed to the north pole of a sphere and the rest of the texture is stretched over it. The advantage of this mapping type is that the texture converges at the  bottom pole only. This prevents a seam running between the poles. Only a circular section of the texture is used, with the center of the circle corresponding to the center of the picture. The remainder of the picture is discarded.

Camera Mapping:

With camera mapping, the texture is projected from the camera onto the object.

TILE:

If this option is enabled, the texture picture will be repeated endlessly on the surface.

Offset U, Offset V
Length U, Length V

The Offset and Length settings define the position and size of the texture in the U and V directions on the texture envelope. For example, if Length U and Length V are both set to 100%, the texture will cover the envelope completely.