Material

Material

Materials and texture paths in OBJ format will be defined in a separate file (*.mtl). Use this setting to define if and how materials should be exported. Only UV projections will be exported. Since the OBJ and Cinema 4D material systems cannot be transferred to one another loss-free, it is often sufficient to export only material assignments (but not the material itself) using the Default option and then replace the materials in the application used to render the scene with better/adapted materials.

The following options are available:

None

No *.mtl file will be exported.

Name and Default

All existing material assignments are preserved, but the materials themselves are replaced by preset ones (either in white or in random colors as defined in the next parameter Preset Material).

Original Paths

For this and the following option, the materials assigned to current and polygonal objects will be "converted" and exported, as defined in Cinema 4D.

This option will save absolute paths.

Consolidate Textures

Local paths will be saved (the textures must exist at the respective .obj file's save location in order to be found).

Tip:it's always recommended not to use spaces in bitmap names. Other applications can experience problems when importing these files.

Default Material

Use these options to define which colors should be assigned to exported materials as default materials:

  • White: a bright white
  • Random Colors: Each imported material will be assigned a random color. With this option it is, for example, easy to determine how the objects are broken down.

Invert Transparency

It can occur that an application outputs transparencies differently. If this option is enabled, the Transparency value will be inverted (if 95% is defined in the OBJ file, Cinema 4D will define 5%). With this option disabled, 95% will also be defined in the Transparency channel.