

I hope this explanation makes a little sense–I do texturing so much be feel and experimentation that I really don’t have any easy formulas memorized. Keeping your maps aligned will make the surface seem unified. I would then take this same map, convert it to grey-scale and tweak it for the reflection and specularity channels. If you want to do maps, create a color map with dirt specs applied with an airbrush tool (I use Photoshop and speckely-sort of brush for this–I’m pretty sure you can do the same thing in Body paint.) I tend to do this by feel through experimentation. You’ll probably want to use the same noise parameters for each channel so your dirt/matteing “lines up”. I would also throw some noise into the bump and color channels too to dirty it up. I know there’s a number of them in C4D, but I’m not at my workstation right now and can’t recall the shader name off the top of my head. To do this procedurally, I would put speckely-sort of noise in your reflection channel. Procedurally will get you closer, but if you determined for photo-realistic, I would use maps. You can do this either by maps (read painting in Bodypaint) or procedurally. Second, you have a couple things going on you want to treat in your object to get that matte texture you’re looking for. There should be a “sky” and “cement” texture somewhere in you “basics.c4d” texture file. Put a ground plane under your object and give it a cement/concrete texture. Based on your photo, a quick & dirty enviroment you want a sky dome with a light pretty high up in the evironment. My 2 cents (which is about all it’s worth)įirst, agree with Adam that you need to work on lighting and environment–reflective objects (even partially reflective) need to reflect something. Please can someone get me in the good direction or what the specs of this material are ±Įdit : I updated the file, I forgot to add the lights in the scene. I’m breaking my head on it the whole day. fresnel in reflection, etc …Įverything I try makes the material chrome/silver alike or strange plastic alike. I tried blurred reflections, but didn’t get a desired result. With reflections these areas get lighter too, but too reflective & the material I want is a more matte material If I use specular, the material gets too dark in areas where there is no specular. I don’t know if the material is that much lighter indoor. The reference foto was taken in a veranda (so ± outside lighting). I also have problems to get the right color. I tried lumas in colorchannel, played with danel etc … they all gave me that polished or silver material look. Wathever setting I change or thing I try I can’t get speculars good (especially on the flatter sides of the object). If you are just getting started with Cinema 4D, or R18, Mason has a nice and concise quick tip for using the shadow catcher material to get you going.Ī while back, C4D Artist Sean Frangella had a more in-depth look at using the Shadow Catcher Material in R18, showing how you can quickly set up the material to catch shadows and reflections for compositing later.I can’t give the material that matte feeling. Shadows will appear in the image, but the rest appears transparent as an alpha channel. Using the new Shadow Catcher Material, you can easily catch shadows on a surface, while the rest of the material is just see-through. The new material was created to fill a gap between setting up a scene to render and actually getting the stuff you need quickly. Since Cinema 4D R18, users have the opportunity to use a new Shadow Catcher Material. One thing for sure, rendering the cast shadows separately can be a huge help in a lot of cases. Compositing stuff? Picking which elements to render out really depends on the project and how flexible you want your comp to be.
