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.
Surface color.
Irregularities in surface color (works by brightening and darkening the color channel).
Luminescent color (light-independent color).
Transparency (including refraction index).
Ability to reflect other objects.
Environment reflection (simulates reflection).
Fog effect.
Virtual bumps on a surface.
Use this setting to activate the Normal material channel for optimized virtual surface unevenness.
Defines the localized texture invisibility.
Defines the halo around an object.
Defines the authentic bumps on a surface.
Here you will find several settings pertaining to the view (texture size, tessellation, etc.).
This tab displays custom material channels you create. More information can be found here.
This is where you will find all settings relative to Global Illumination mode.
Click on this button to create a custom channel.
Materials assigned to an object will be listed here. Alternately, an object can also be dragged and dropped into this field.
Node-based materials have this button with which you can open the Node Editor.
As described here, a Node Material can contain different Node setups for different renderers. Depending on which renderer or Node Space is active, corresponding Node setups will be displayed and evaluated.
Here you will find those renderers listed that can work with Nodes: Standard / Physical renderer (since R23). If you have 3rd-party renderers installed, these can also be listed here if they are compatible with the Node Space system.
Each renderer has a button, which is either
- Add: no Node setup has been created for this Node Space, yet
or - Delete: a Node Setup already exists for this Node Space.
If you click on Add, a default Node setup (i.e., exactly what is created if Node Material is called up) in the corresponding Node Space will be created for the respective renderer. If you want to add new Nodes to this new Node Space, make sure that the Node Space defined in Cinema 4D (menu at top right of the interface) corresponds to the button just pressed!
The Node setups for different Node Spaces are clearly separated and are not compatible.
Be careful when deleting because you can end up removing complex Node setups.

