This command (or a double-click on an empty area of the Material Manager) creates a new material with default values (white with specularity). The new material is placed at the start of the material list.
To define a specific material to be the default material each time a new material is activated simply select the given material and subsequently the Edit / Set as Default in the Attributes Manager.
This command works like the aforementioned New Material command, only that a material that is as physically correct as possible will be created. This material is made up exclusively of the active Reflectance material channel. This channel contains 2 layers:
Note that this is only a Material System preset and does not offer any new functionality as such.
When using a PBR Material it is recommended that a
The PBR Material works with all MAXON renderers. When used with older renderers, render times will increase compared to standard materials (in part because of refllections, incl. matte portion).
This menu lists Cinema 4D’s volume shaders, including the volume shaders formerly known as SLA (such as Cheen and Banji). These shaders are described here.
A node-based but easy-to-use material will be created whose channels are similar to those of a standard material or a physical material. The Uber material settings can be accessed and modified in the Attribute Manager or by double-clicking on it on the Material Manager’s or Material Editor’s preview. The Uber material is in fact made up of a complex network of material nodes, which can also be accessed via the Node Editor. This means that the Uber material can be configured directly in the Node Editor. To do so, select the Uber material in the Material Manager and select
The Uber material is known as a material asset, i.e., a saved and capsuled arrangement of Node Materials. Assets such as these can also be created and edited in the Node Editor.
Details about this special material can be found under Uber Material.
Creates a simple Node Material, which consists only of a material node connected with a BSDF node for a minimalistic material without bump, transparency, displacement, alpha, etc., as was the case with the old materials when newly created. This Node Material, as opposed to the Uber material (or the other included Node Materials that can be found in the Material Manager menu) is designed for advanced users because the material itself must be created using numerous available nodes.
Double-click on the newly created Node Material to open the
In this menu you will find several available Node Materials such as wood, metal, stone, plastic, ceramic, etc. These materials are comprised of normal nodes and can be viewed in the Node Editor to learn more about them and how they were created (click on the Node Material’s Node Editor button, right-click on the node and select Edit Asset).
This command loads materials, adding them to any materials already in the scene. You can also import materials from another scene by loading the scene file.
A word of caution regarding textures:
By default, Cinema 4D will search for all textures here:
In the same folder as the scene
In the Tex folder within the scene’s folder
In the Tex folder within the Cinema 4D folder
If a given bitmap was saved to an absolute path, Cinema 4D will, in this case, only search within this path, and will ignore all other defined search paths.
When Cinema 4D renders the scene, it must locate all the textures. When the scene is to be used on another computer (perhaps by a colleague) we recommend that you save the scene using the Save Project with Assets command. This will save all of the textures used by the scene in a Tex sub-folder. Save Project is comparable to the Collect For Output command that you may be familiar with from using other software tools.
Saves the selected materials. The standard system dialog for saving files will open. Once you have saved the materials, you can reload them at any time using the Load Materials command.
Saves all the materials in the active scene. Use the Load Materials command when you want to load the materials.
These options let you load material presets from a list of presets or save material presets (they will be saved to the Content Browser’s Presets/User directory).
Materials can be placed into the Presets/User directory per drag & drop. Inversely, materials can be dragged from this directory into the Material Manager.