Short Rendering Tutorial
A few additional steps are necessary in order to render your object after having successfully imported it into Cinema 4D:
In most cases your object will be naked and will need to be assigned a material in order to define color, Reflectance, Transparency and all other necessary material properties.
This is how a material is assigned to your object:
Now we will apply different textures to different locations on your object (assuming you have completed the previous two steps):
You might be able to skip this step since
After the materials have been assigned and the lights set it’s time to render. This is the simplest step. You will find the render icons at the top in the Icon Pallet.
Use this icon to render the active view in the editor window. The rendered image will not be saved.
Use this icon to render a specified view in the Picture Viewer (in the editor View menu: Use As Render View). If you enter a path in the Save tab the image will be saved to that path.
Use this icon to open the Render Presets where you can set the path, antialiasing, Multi Pass and any other settings you may require for your rendering. In the Output tab you can set the size of the rendered image.
You can find further detailed information about rendering in your Cinema 4D documentation.
Tips For Managing Complex Scenes
Exporting CAD files can result in an innumerable amount of objects being created. Cinema 4D R10 contains a powerful layer system with which you can manage these object masses.
We suggest you assign different construction groups or stages to different layers. These groups can then be hidden (in the viewport and / or Object Manager) or excluded from rendering. See the next example.
You can read about how to assign objects to layers and other options under the Layer Browser in your Cinema 4D documentation.
Here you can see in the next example how assigning objects to layers can greatly improve the overview in the Object Manager. Even object groups can be excluded from rendering using the icons in the R column (Layer Manager).
How can all materials be replaced?
If a scene is imported from a foreign application it quite often occurs that the materials imported with the scene do not live up to the quality of certain Cinema 4D materials. The Material Exchanger makes it possible to replace materials in an imported scene with Cinema 4D materials of the same name. Hence, instead of manually replacing imported materials with Cinema 4D materials, a collection of Cinema 4D materials can be created that will automatically replace imported materials of the same name via the Material Exchanger.
To do so, proceed as follows:
All materials in the imported scene that share a name with a Cinema 4D material will be replaced.
How can individual scene materials be replaced?
When working with complex scenes, manually retexturing several objects that all contain the same material can result in quite a bit of work. This applies to both imported scenes as well as .c4d files created in foreign software.
Individual scene materials can be more easily replaced using the following method:
Jump to active object
If you are working with a complex scene it can be difficult to locate a specific object in the
The selected object will now be displayed in the
Group according to material
In some instances it can be quite useful to group all objects that contain the same material. This can be done very quickly:
Group according to layers
Proceed as follows if you want to group all objects of a single layer:
Note that all Child objects will also be grouped, even if they lie on a different layer than the one selected.