Creating a new material.

     There are two ways to create a new material in Cinema 4d.

     Firstly, if you have an object that has no material, and go to 
     Edit>> material edit (press o), it will ask you if you want to
     create a new material. Click yes, and you can now edit your
     new material.

     Secondly, if you go to the material manager (press T), you
     can add a new material using the 'New' button.

     You can also delete/duplicate/load/save materials using the buttons along
     the bottom of the material window. Most of them are self explanatory :).

Once you have created a new material, you can edit it in the following ways: Name: A bit obvious this one =) Colour : changes the basic colour of the material. Use the RGB sliders to change the values, or alternativley you can type in the RGB text fields, using TAB to cycle between them. You can also select a file here, a 'colour map' which is basically a picture which is displayed on the objects surface when it is rendered. Transparency: This determines how 'see through' the object will be. Lighter colours are more transparent, while darker ones are more opaque. You can enter a file here, a 'transparency map'. Basically, this is a greyscale image, where black is transparent and white is opaque. You can also have 'in-between' greys for more/less transparency. A good example of this can be found in the examples drawer of Cinema4d, "butterfly". Notice that you can completely see through where the black parts are on the transparency map. Reflectivity. Determines how light is reflected by the object. Eg Increasing the blue value here makes the object reflect more blue light. If you put all of these sliders to 100% you can make the object reflect everything that touches it. You can also have a 'reflectivity map' which works in the same way as the transparency map. White parts are more reflective while darker parts are less. Highlight. Determines the colour of the highlights on the object. For example, on a shiny ball, when light hits it, you will see it shine. The colour of this shine is determined here. Luminance: This allows the object to give off a certain colour of light of its own. EG. if you make the sliders show a deep red colour here, the object will radiate a deep red light. Relief: In otherwords, a bumpmap. You cant select a colour here, but you can select a 'bumpmap' file, and how bumpy the object will be (the bump height). The bumpmap works in a similar way to the other maps mentioned here, the darker colours means less of a bump height, while brighter colours mean higher bumps. This only really works if you use a greyscale image. If you want a good example of a bumpmap, you can check out the next part of the tutorial, or check out one of the examples in the Scenes directory of cinema4d, (Earth- moon). Other options: Fog: If you check this, you can only edit the Colour values in the current material. The Distance field determines how 'foggy' the material will be, in other words, visibility distance. This can produce some very nice effects (eg for clouds.) Refraction: Determines how much the light will be 'bent'. For example, for water you would have to specify a value here so that when you render the scene, you would see everything underneath the water appear distorted. Shadow: Again pretty self explanatory. Determines whether shadows will appear on this texture. Shine: Enter a percentage here to determine how 'shiny' this texture will be. Indispensible for materials such as Glass, water etc. For another good example of this, check out part 3 of the tutorial.
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