Added chapter 4

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George Sokianos 2022-03-09 13:56:45 +00:00
parent 285c1456b4
commit 6790e928a8
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@ -62,6 +62,7 @@
- [filter](#filter)
- [strength](#strength)
- [3.4 Image Mode](#34-image-mode)
- [Chapter 4 A new material concept is introduced](#chapter-4-a-new-material-concept-is-introduced)
# Chapter 1 introduction
## 1.1 Foreword
@ -557,10 +558,12 @@ Examples:
* `c:execute t:script $image`
and the file "T:Script"
```
.key arg
echo >CON: 0/0/200/200/Output/WAIT/CLOSE <arg>
```
displays the file name for each calculated image in a shell window.
* `c:echo $image`
@ -607,4 +610,34 @@ Two special screen modes deserve special attention as they are not implemented i
"Editor Screen" renders your scene in a window on the screen where the CINEMA 4D Editor is running. All information regarding resolution and number of colors are taken from the values for this screen. Therefore there are no entries in the color list.
A prerequisite for image calculation on the editor screen is that it has a color depth of at least 8 bits (=256 colors). You can of course set to a Cybergraphics screen with 24-bit color depth and enjoy true colors on your editor screen.
A prerequisite for image calculation on the editor screen is that it has a color depth of at least 8 bits (=256 colors). You can of course set to a Cybergraphics screen with 24-bit color depth and enjoy true colors on your editor screen.
# Chapter 4 A new material concept is introduced
The new version 4 of CINEMA 4D introduces profound changes when working with textures and materials. Nevertheless, an attempt was made to retain the previous concepts as far as possible.
Until now, the principle that an object had exactly one texture with one material always applied in CINEMA 4D. Now you can assign any number of materials to an object, each with different textures (geometries) that overlap, cover, etc. For example, you can easily apply a label to a soda bottle made of the material "glass". To do this, simply create two textures; the first with the material "Glass" and the second with the material "Label". Since the "Label" material was created last, it has a higher priority than the "Glass" material (you can specify exactly which material covers which distribution). CINEMA 4D calculates the label material at all points where the label is placed (multiple tiling was switched off for the label so that it only appears once). Otherwise, the “glass” underneath comes to the fore.
You can apply any number of materials to an object. The validity of a material at a location is always determined by the texture geometry. In addition, you can use so-called "genlocking" to reveal the underlying materials. To do this, you can specify a genlock texture that CINEMA 4D uses to "knock out" specific locations on a material surface. At these points you can then see the underlying material. If none exists, the object is invisible at this point. For example, you can create the framework of a crane by texturing a simple cube with multiple genlock textures.
Objects are no longer assigned texture geometries when they are created. This used to be the case because an object only had a single texture geometry with only one material. Under the new system, texture is not assigned to the object until new texture geometry is created. You can do this by selecting 'Select material' or 'Edit material'. The first time, CINEMA 4D determines that there is no texture geometry and automatically creates a new one. After that, "Select material" and "Edit material" behave as before: both refer to the material of the currently selected texture.
You can create a new texture at any time by clicking the Texture or Texture Axis tool in the Editor and choosing Create New from the pop-up menu. CINEMA 4D then creates a new texture.
In this pop-up menu, a texture is highlighted in bold. It's the active texture. You can activate a different texture simply by selecting the entry in the popup. You can immediately see how the material data changes in the information window.
For all functions of the Extra'Texture menu, CINEMA 4D refers to the currently active texture. For example, if you set a "Surface Texture", this refers to the currently active texture. All other textures of an object are not affected.
Textures are reordered using the Move Up and Move Down popup entries. The active texture is shifted up or down by one entry. The higher a texture is listed, the higher priority it has in the calculation.
A texture can be removed again via the "Delete" pop-up entry.
If you want to switch from "Edit Texture Axes" to "Edit Texture" or vice versa, you don't have to select the same texture in the popup every time. A simple, short click on the respective symbol is sufficient. The previously active texture remains activated.
The new material system introduces certain changes in animation: each object now has four texture tracks, allowing an object's multiple textures and materials to be animated.
The new entry "Material Manager" (keyboard shortcut AMIGA-M) can be found in the window menu, with which an asynchronous material processing can be opened. The material manager is described in detail in the next chapter.
The material previews are only displayed in the material manager if the editor works with at least 256 colors.
The Material Manager is an optional — albeit useful — tool. All things can still be done without a material manager.