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Texturing and UV Workflow

  • C4D introduced a new UV workflow at S22 (2020) but it still inferior to the other DCC. It can perform basic UV operation but not as straightforward or robust as other DCC offerings. Which is a big shame because they already have a lot of options to reference.

  • C4D acquired the Redshift (RS) Renderer in 2019 and was later integrated in succeeding releaes. As RS is not limited to C4D, it has separate note entry at Rendering>Redshift.

  • Most of entries here related to Non Photo Realistic (NPR) Rendering using Standard Renderer, C4D's default and archaic renderer. It's old but for NPR renders it is fast and more than enough to cover basic effects.

  • Reverse normals affects toon cel shader.

  • Cel shading using Fresnel.

  • Cel Shading using Lumas shader. This is a specular shader. Then have a colorizer. Smooth to none. Amazing.

  • Proximal Shader. Another cool one under theeffects. You can have that circular blow using a plane (with proximal)and the sphere with correctional. (2) Displace i (3) Metaball colors merging. (4) The edges for alpha.

  • Reflectance Diffuse is not part in the GI illumination.

  • Merging the UVs. Be sure no textures is applied or all else mag combine sila.

  • You can actually use multiple UV sets. To specify what material applies to UV set, just need to rearrange it in the object manager. Also,  Set the texture tag of the second material to Mix Textures

  • Fall Off shader. Based on the normal of object like creating moss and dust. Apply this gradient.

  • Create generic wood texutre. Use: Luka Global Scale 500. Relative Scale 100 500 100.

  • The low and hi object must be visible when baking. Otherwise it won't work. It should be intensity centered and must have the same frame rate.

  • Use distorter to vary the edges of the mask.

  • Noise layer with the Levr mode. Changing the contract. Its nice to create variation of the alpha.