Biblioteka Materialov Vray Cinema 4d

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Clicking on a material swatch in the Scene Structure panel or the Materials panel will display the attributes for that material. The material attributes are divided into two sections: The attributes settings, which define the material properties (glossy, textures, etc.) and the projection settings, which define how the material will be projected onto the object. You can switch between these two modes by using the buttons at the top-right of the panel. Notice that the projection settings will only appear when the material is applied to an object. Enabling this will make your object luminous. Luminous materials will not be affected by lights and won’t appear to have shading or shadows. In Low and High Quality settings, Luminous materials may not actually cast lights onto other objects - this requires custom GI or reflectance settings which can be enabled in Cinema 4D.

Color: Sets the color of your luminous material Texture: Dragging an image or a vector artwork here will apply that texture to your luminant material Brightness: Sets how bright your luminous material will be. Notice that you can have values that exceed 100%. Strength: How strong the bump effect will be. 0% will give you no bump, 100% will give you full bump. Texture: In order to make an effect visible, you need to apply an image or texture. Use a grayscale image. A value of 50% gray will produce an even surface; lighter regions will correspondingly produce elevations and darker regions will produce depressions.

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Alpha: Enable the Alpha channel with a grayscale texture here if you want to have parts of your texture appear transparent. White values will give you opaque areas while black values will give you transparent areas. 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.

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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.

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The remainder of the picture is discarded. Camera Mapping: With camera mapping, the texture is projected from the camera onto the object.