Short Rendering Tutorial

简短渲染教程

A few additional steps are necessary in order to render your object after having successfully imported it into Cinema 4D:

成功导入4D 影院后,为了渲染你的对象,还需要一些额外的步骤:

Material

材质

If polygons are selected in 如果多边形被选中Polygon Mode 多边形模式 the material will be restricted to these polygons. 材质只限于这些多边形

In most cases your object will be naked and will need to be assigned a material in order to define color, Reflectance, Transparency and all other necessary material properties.

在大多数情况下,你的对象将是裸体的,将需要分配一种材质,以定义颜色,反射率,透明度和所有其他必要的材质属性。

This is how a material is assigned to your object:

这就是一个材质如何被分配给你的对象:

  1. Create a material (double-click in an empty part of the Manager) in the 创建一个材质(双击管理器的空白部分)Material Manager 材质管理器 (at the lower-left of the standard layout) or use one of the predefined materials. (在左下方的标准布局)或使用一个预定义的材质
  2. Drag he material from the 将材质从Material Manager 材质管理器 onto the object in the editor view or in the 在编辑器视图或Object Manager 对象管理器.

Now we will apply different textures to different locations on your object (assuming you have completed the previous two steps):

现在我们将不同的纹理应用到对象的不同位置(假设你已经完成了前面的两个步骤) :

  1. Activate the material in the 激活材质在Object Manager 对象管理器.
  2. Switch to the 切换到Use Polygon Tool 使用多边形工具. .
  3. Select the polygons to which you want to apply the texture using the Live Selection Tool. 使用动态选择工具选择要应用纹理的多边形
  4. Drag the material onto the object in the viewport or in the 将材质拖动到视窗中的物体上Object Manager 对象管理器. A Selection tag will automatically be created: .选择标记将自动创建: This Selection tag will also be linked to the newly created Material tag. 这个选择标记也将链接到新创建的材质标记
  5. To apply materials to other areas simply repeat steps 3 to 4. 将材质应用到其他领域只需重复步骤3至4

Lighting

照明

You might be able to skip this step since

从年起,您可以跳过这一步

  1. Create 3 light sources ( 创建3个光源(Create / Lights 创建/灯光 or click on the light icon). You can use the default light, 或点击灯光图标)。你可以使用默认指示灯,Point 重点.

  2. Position the first light (the key light) using the Move tool in Use Model mode ( 在使用模型模式中使用 Move 工具定位第一盏灯(关键灯) ) high over the object to be lit and to one side of the camera. This light will serve as our main source of light for the object and should therefore be very bright. This light will also create our shadows. Set the light’s shadow to )在被照亮的物体的上方,在相机的一侧。这种光将作为我们的主要光源的对象,因此应该是非常明亮的。这种光也会产生我们的阴影。设置光的阴影为Soft 柔软 in its 在它的General tab 常规标签.
  3. In order to make the shadow visible we need a surface for it to fall on. We will us a Floor Object for this purpose ( 为了使阴影可见,我们需要一个平面让它落在上面。我们将为此提供一个地板对象(Create / Environment / Floor 创建/环境/地板).
  4. The remaining 2 lights, the fill lights, will serve the following purpose: 其余两盏灯,即填充灯,将用作以下用途:

Rendering

渲染

After the materials have been assigned and the lights set it’s time to render. This is the simplest step. You will find the render icons at the top in the Icon Pallet.

材质分配好,灯光设置好之后,就是渲染的时候了。这是最简单的步骤。你可以在图标托盘的顶部找到渲染图标。

Use this icon to render the active view in the editor window. The rendered image will not be saved.

使用此图标在编辑器窗口中呈现活动视图。呈现的图像将不会被保存。

Use this icon to render a specified view in the Picture Viewer (in the editor View menu: Use As Render View). If you enter a path in the Save tab the image will be saved to that path.

使用此图标在图片查看器(在编辑器视图菜单中: 用作呈现视图)中呈现指定的视图。如果您在 Save 选项卡中输入路径,图像将保存到该路径。

Use this icon to open the Render Presets where you can define the renderer, set the path, antialiasing, Multi Pass and any other settings you may require for your rendering. In the Output tab you can set the size of the rendered image.

使用这个图标打开渲染预设,你可以定义渲染器,设置路径,反走样,多通道和任何其他设置你可能需要你的渲染。在 Output 选项卡中,您可以设置渲染图像的大小。

You can find further detailed information about rendering in your Cinema 4D documentation.

你可以在你的 Cinema 4D 文档中找到更多关于渲染的详细信息。

Tips For Managing Complex Scenes

管理复杂场景的技巧

Exporting CAD files can result in an innumerable amount of objects being created. Cinema 4D contains a powerful layer system with which you can manage these object masses.

导出 CAD 文件可以创建无数的对象。C4D院包含一个强大的层系统,你可以用它来管理这些物体的质量。

We suggest you assign different construction groups or stages to different layers. These groups can then be hidden (in the viewport and / or Object Manager) or excluded from rendering. See the next example.

我们建议您为不同的层分配不同的结构组或阶段。然后,这些组可以被隐藏(在视口和/或对象管理器中) ,或者从呈现中排除。请看下一个例子。

You can read about how to assign objects to layers and other options under the Layer Browser in your Cinema 4D documentation.

你可以在你的C4D 文档的图层浏览器下阅读如何将对象分配到图层和其他选项。

Materials

材质

How can all materials be replaced?

如何更换所有材质?

If a scene is imported from a foreign application it quite often occurs that the materials imported with the scene do not live up to the quality of certain Cinema 4D materials. The Material Exchanger makes it possible to replace materials in an imported scene with Cinema 4D materials of the same name. Hence, instead of manually replacing imported materials with Cinema 4D materials, a collection of Cinema 4D materials can be created that will automatically replace imported materials of the same name via the Material Exchanger.

如果一个场景是从国外引进的,那么经常会发生这样的情况: 与场景一起引进的材质达不到某些C4D 材质的质量。材质交换器使得用同名的Cinema 4d 材质替换进口场景中的材质成为可能。因此,不用手工替换进口材质与 Cinema 4D 材质,可以创建一个 Cinema 4D 材质的集合,将自动取代同名进口材质通过材质交换器。

To do so, proceed as follows:

要做到这一点,应采取以下行动:

All materials in the imported scene that share a name with a Cinema 4D material will be replaced.

所有与Cinema 4D 材质同名的进口场景材质将被替换。

How can individual scene materials be replaced?

如何更换个别的场景材质?

When working with complex scenes, manually retexturing several objects that all contain the same material can result in quite a bit of work. This applies to both imported scenes as well as .c4d files created in foreign software.

在处理复杂场景时,手动重新贴图几个包含相同材质的对象可能会导致相当多的工作。这既适用于导入的场景,也适用于。用外国软件创建的 c4d 文件。

Individual scene materials can be more easily replaced using the following method:

使用以下方法可以更容易地替换单独的场景材质:

Jump to active object

跳转到活动对象

If you are working with a complex scene it can be difficult to locate a specific object in the Object Manager... hierarchy that you want to edit. It is often easier to simply select the object itself in the Viewport and let Cinema 4D search for it in the Object Manager:

如果你正在处理一个复杂的场景,在你想要编辑的对象管理器层次结构中很难找到一个特定的对象。在 Viewport,简单地选择物体本身,然后让 Cinema 4D 在 Object Manager 中搜索它通常更容易:

The selected object will now be displayed in the Object Manager....

选定的对象现在将显示在对象管理器中..。