This will result in having the Texmap pass available in the Picture Viewer apart from the Background pass:Ĥ. Add a Texmap pass, and then select Corona > AO as the map:ģ. To enable a pass which can be used to add ambient occlusion to the whole image globally:Ģ.
#Create new material cinema 4d texture map how to
How to add global ambient occlusion pass for further post processing? For example it can be used as a mask to blend two or more materials - in the example below, paint worn metal:Ģ. The CoronaAO map can also be used for some advanced effects. To add dirt or "worn off" effect to your material, simply use CoronaAO map for this:
How to enable ambient occlusion effect for a specific material? (dirt, "worn off" effect) Ambient occlusion can be however used to create advanced materials, such as rusted metal, worn wood, scratched paint, etc, or to provide "artistic" control over the overall scene's appearance.ġ. Corona Renderer will take care of darkening concave areas without any special tweaks, as that would be also expected in real life. Modified on: Tue, 31 Aug, 2021 at 4:17 PMįor maximum realism and physical accuracy, we do not recommend using ambient occlusion to enhance shading. If you get stuck anywhere on the process described above please drop into the Cinema 4D forum at 3D Commune.Solution home FAQ - C4D FAQ - Materials and shaders Corona AO Shader - C4D If you want to export OBJ properly I strongly recommend the RipTide plugin by Keith 'Spanki' Young. I use 3ds the most with old DOS naming convention for compatability. Īs the 'Template' is based on the poly UVs it can be used as a distributable texture map and re-painted in most any 2d app. If exporting in 3ds format use short filenames such as templt.xxx when saving the texture template. You can use the Selection tools (lasso, rectangle etc.) to apply different image textures to specific polygons. Make sure you have the Mat_Color_1.tif still selected and polygons are active. To use an off-screen buffer as a depth-map texture, it is built with the OpenGL. In lieu of using the plain old brush you can use a texture. Figure 34-2 CgFX Shaders and an Emulated Cinema 4D Material with Shadows. Use Layer > Fill Polygons instead of Outline. The brush has to be told where to stroke ) Make sure you have the Mat_Color_1.tif selected. (this is similar to a 1 pixel edge stroke in Photoshop - here it puts a 1 pixel line around all polys) Click Brush Tool > Active Tool > Settings.To do this go to Tools > UV Tools > UV Polygons Note : You must have polygons active to remap. In Texture View > Textures > Select > Mat_Color_1.tif The Texture created using Outline is going to be your Template Ģ x Click the Phong Tag in Objects > Reduce to 42-44 degrees. Select Color Channel > Create New Texture > 512x512 Color White > Click OK. Go to: Materials > File > New Material.double click the Mat icon Make Editable (this step assigns a UVW map) I'm not doing it to annoy you )Īfter you're done with this brief explanation see if you can find the fastest way to accomplish the same task. This tutorial intentionally bounces you around layouts in the hope that this will help you become more familiar with the flexibly of the program. We're going to use a basic primitive as a simple example to make a template which can be used in any paint program. It can be done with BodyPaint's Outline Polygon function.
Wanna texture template you can alter in a 2d program ala ©UVMapper?