Cinema 4D: Metal / Rough Material Setup
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- Опубликовано: 10 фев 2025
- In this Cinema 4D tutorial video, we look at how to set up Metal / Rough material maps correctly in C4D's standard shader.
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Great vid!
This is hands down best tutorial on material setups I've seen. The fact that you actually explain how it works and not just go with "put this here, and this here" helps a lot. Thank you!
That's really great to hear, thank you.
Dude really just saved our lives with just clicking and talking
wow, i can say that you are one of the best teachers upthere, if vray redshift and octane would have a teacher like you every mistery would be revealed easily
Thank you!
Always good stuff. Always useful. Easy to follow and your explanations of why things are is valuable. Many tutorials have hosts with grating voices and difficult accents. Yours are pleasant to the ear as well as informative.
Strangely enough, I was looking for a method on incorporate a metal-rough material workflow not more than 24 hours ago. I got the results to look somewhat good in the end using mixed reflectance channels and masks, but this is great video to have as reference. There really isn't much good reference for this on the internet, and I love the way you make your tutorials.
This was really helpful and full of interesting stuff. I was never comfortable enough with materials until I watched this video. Keep it up and thanks!
Very very Useful... thanks for your time
Oh my God! You are my savior!!!
I aim to please 😉
thank you so much
My pleasure, hope it helped
you have future bro thank you you are the one
Thanks
Hello! Thanks for the nice video. I would like to ask how you can display each map channel separately on the object, when you want to place it independently. Especially for materials where the color map is totally different than the bump or the specular map and you just want to have full control over each map separately from the other channels. Thank you!
I'm not aware that can be done, turn off the other channels maybe?
thank you
Good Stuff !!! Nice !!!
Please, You can link to these textures from which site to take
Molto bello! grazie
Phew. Thanks a lot for this tutorial. I worked along the official PBR settings and they just didn't look right. It's hard to learn/master a 3D-Software if you can't advance on solid ground and always have pieces that stay behind in a kind of experimental state.
top !!
Super tutorial! It's great that you're using standard C4d render. Please tell me what to do if some materials look too bright. For example, i create model of a knife. I want the blade to look good and bright but the wooden handle becomes too light.
change the colour of your handle?
@@DIGITALMEAT Sure! But create texture in Substance Painter. Аnd I thought there was some way to influence the brightness through the parameters of the materials. As you show in the lesson.
@@AlexScriptator - you could multiply a dark colour over the the colour texture and use the metal map as a mask?
Hi, great video, but how can I change the color of the scuffs that are added by Roughness? For example, make them rusty
All colour information should be stored in your colour / albedo map
@@BEEFDOCTOR
I didn't mean it. For example, I added Roughness and I got scuffs. I want to make WASHINGS brown, ONLY them.
@@xa11 - could you rephrase that? it didn't really make any sense.
@@BEEFDOCTOR I want to change the color of Roughness to brown so you can see it better
@@xa11 - The roughness map only contains black & white information, pure black = 0, pure white = 1, there is no colour in a roughness map. Your colour has to go in the Colour / Albedo map. What are you using to author your material?
It's clearly the best tutorial about textures, it's quite hard to understand everything i must say.
Question: how do we do with octane materials since there isn't color and diffuse channels but just diffuse channel ?
In octane "diffuse" might relate to something else, I'm guessing colour, but I really couldn't tell you as I don't use Octane, really sorry.
one question if you are still here. when i apply a height map in the displacement section my geometry actually stays flat. why does not my geometry change
It maybe for one or more reasons
• There's not enough variation / contrast in your map
• Your geometry hasn't got enough subdivisions (This is what the "Sub Polygon Displacement" setting in the displacement channel is for)
• The Height setting in the displacement channel is not set high enough relative to your object size.
@@DIGITALMEAT Thank you for such a detailed answer! will look into it! keep creating and helping! amazing channel
Hello friend. How are you?
I'm Brazilian, my name is John, I'm working with Arnold render, I have a lot of difficulties in creating materials and improving my projects, so that they impact those who see them, could you help me?
I'm very didactic, I learn things quickly, if you can send me or direct me a tutorial I would really appreciate it, a big hug from Brazil!
First off, you don't put your AO map in the diffuse slot if your base color is in the reflectance slot. This way, AO just has no effect. Thanks for failing to mention this.
The metal material setup still doesn't work because metal still looks fake. It looks like very dull plastic.
And finally, it would be very nice to have a summary for each kind of the material. Like, put this map here and that map there.
And last but not least, it's a shame that C4D still doesn't support Metal/Rough workflow. I use Blender, it's free, and it gives you much more freedom in the way you setup your materials. While C4D is paid, but there are so many complications and limitations. That's annoying. Seems like they just don't want to program new stuff.
"First off, you don't put your AO map in the diffuse slot if your base colour is in the reflectance slot. This way, AO just has no effect. Thanks for failing to mention this."
Sorry buddy, but you're just wrong for several reasons. I just did a render test, one without AO, and one with AO, and it works fine. Beyond that, this is exactly how Substance materials are setup by the substance engine in Cinema 4D, that's how I know it's correct.
As for the rest of your comments, I won't bother addressing them, because they are opinions and you're entitled to hold them.
@@DIGITALMEAT the way my metal (created in SP, btw) looks is not an opinion. Buddy.