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Activity Forums Maxon Cinema 4D Material/Shader Help

  • Material/Shader Help

    Posted by Mjl Creative on December 28, 2006 at 4:30 pm

    Hi,

    I’m currently making a music promo which has involved modeling the interior of the
    brain, nerves and cells (think of the fight club title sequence and you know what I mean).

    I’ve got everything animated and lighted how I want the problem is that I can’t get the materials
    to look cell like (sounds stupid i know). I’m trying to make it so that when the main light casts
    across each cell the bumped surface glows, but if i apply this same material to all the cells i don’t
    want the background cells glowing to the same intensity (which will lose the sense of depth and scale).

    Something like this, but with less of the background showing and more emphasis on the foreground:
    https://www.jackals-forge.com/catacombs/humanbody/BBC03.jpg

    Also any advice on getting the materials to look of a high quality would be helpful, as the ones I have created so far look rather dull.

    Any help on things I could try or even point me in the right direction for a greater understanding of
    the material/shader system in C4D would be great. Hope someone can help.
    Thanks

    Mark

    Mylenium replied 19 years, 4 months ago 2 Members · 3 Replies
  • 3 Replies
  • Mylenium

    December 28, 2006 at 5:35 pm

    You can use the Proximal Shader to limit your effects. simply put it in any channel you like and tweak the settings, then apply it to geometry that you turn invisble during rendering. not sure what you mean by “high quality” surfaces. Without a reference to your current settings it will be hard to give any advise on improvements. TherE’s no generic formula, there are simply too many variables.

    Mylenium

    [Pour Myl

  • Mjl Creative

    December 29, 2006 at 12:55 am

    Thanks for that… Although I’ve kind of got my material decided now i’ve come across another problem. I am using the Cheen shader and have adjusted roughness so that I get the desired look for my camera angle, the problem is that later in the animation the camera zooms up close to the surface of this shader and it appears blurred. Is there a way to maintain the roughness scale and style from when the camera is zoomed out as when it is zoomed in? The only thing I have been able to do so far is adjust the scale of the roughness as it zooms in, but this makes the material look totally different.

    I’m sorry if these questions seem trivial, but i’ve only been using the program for about 2 weeks and i think i may have been too ambitious with the project idea, especially as I’ve never worked with 3D before this.. ah well.

    Any ideas people?

  • Mylenium

    December 29, 2006 at 12:06 pm

    No, I don’t think you can do that. The Cheen shader produces anisotropy using fake microbump oversampling which without adjustments will result in blurriness the closer you get. I think in your case you’d be having better luck with a layered material – you’d still ahve to animate the opacity ov various bump layers over the course of you zoom, but you can fully control it and the base material won’t change its behavior.

    Mylenium

    [Pour Myl

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