Materials

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ART 268 3D Computer Graphics Materials and Texture Maps Materials Materials are textured or non-­‐textured skins you can apply to objects to make them appear as if they are constructed from a particular material. • Materials are created using the Material Manager. • You can create your own textures in Photoshop. • Any PICT, JPEG, IFF-­‐ILBM, TIFF, TGA, or BMP file can be used as a texture. JPEG’s are typically used for larger image maps. • Materials only show in detail after a model has been rendered. • To create a new material, double-­‐click in the Material Manager. • To edit a material, double-­‐click on the material itself. Applying Materials to Models Once a model is built, the next step is to define its surface properties and add detail. Materials are dragged and dropped onto objects in the Objects Manager. Adding Materials to Complex Models Try to create your models so that they are in separate pieces. For example, placing materials on a model of a car is easier if the glass, mirror, chrome, rubber, and metal parts are all separate objects. This also makes it easier to go back and make changes to the scene later. Material Channels Materials in CINEMA 4D are made up of 14 different properties. They are: Color, Diffusion, Luminance, Transparency, Reflection, Environment, Fog, Bump, Normal, Alpha, Specular, Specular Color, Glow and Displacement. Color: Determines the general color of a material. Your choice of color can be picked with the R, G, B sliders. You can also use your operating system’s available color pickers. The Brightness slider defines the value of color. An image, animation (AVI and QuickTime), or procedural texture can be applied to this channel via the Texture menu. The value of color and texture can be adjusted to use one or both together using the Mix Mode. Diffusion: Restricts the influence of lighting on the surface of an object by subtracting color. A pure white Diffusion channel will do nothing, pure black stops light from affecting the surface altogether. This channel can be configured to also affect the luminance, specular and reflection channels. It also will affect an environment map when reflection is turned on.

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