Basic Properties
When tags are created, they are automatically given a name according to their function. For example, a Vertex Map tag is appropriately called a "Vertex Map".
However, you can also give all objects and elements (e.g. shaders) any name you like. The object or element appears under this name, e.g. in the XPresso Editor or in the Timeline or link fields.
So far, so good. However, there are tags that can be assigned as often as required (e.g. Selection tags, Vertex Color tags, etc.). If they all had identical names, this could lead to problems. Imagine 2 Polygon Selection tags with the same name and you want to restrict a material to one of the selections: this becomes difficult with identical names, as only the Selection tag furthest to the left is used.
This is why Cinema 4D numbers them consecutively where it makes sense. For example, 3 Polygon Selection tags on the same object:
- Polygon Selection
- Polygon Selection.1
- Polygon Selection.2
This automatic numbering occurs when creating tags using the menu/command, when duplicating with the ctrl key and with some tag-creating tools such as the Paint Tool, MoGraph Selection, Bind Tool, etc.
This is the name that will be used for the bitmap in the XPresso editor or Timeline
If the element (object, tag, track, etc.) has been assigned to a layer, you will find the layer name and color here. Layers can be dragged here directly from the Layer Bowser or from other similar fields. You can also use the menu behind the small triangle button on the right to assign layers or remove the element from the current layer. Show in Manager opens the Layer Manager.
Click on the small triangle to the left of Layer to show the layer properties. This gives you access to all properties that are otherwise only accessible via the Layer Manager.
MIP and SAT mapping only approximate the optimum computation, since a precise computation would increase the render time greatly. SAT mapping is more accurate than MIP mapping. But sometimes these approximations can make a texture too blurred or too sharp.
So the Blur Offset and Blur Scale you to blur or sharpen the mapping. Blur Offset softens a texture.
Blur Scale fine-tunes the strength of the MIP or SAT mapping. A positive value increases the blur; a negative value weakens it. A strong value blurs detail but helps prevent flickering during animation. A weaker value brings out more detail but, increases the risk of flickering.