Create Menu
创建菜单
创造材质
新的默认材质
Calling up this function (or double-clicking on an empty area of the Material Manager) will create a new material. But what is a default material? Cinema 4D offers various kinds of materials, depending on the intended use (e.g., a physical material, a Hair material or a Node Material, etc.), whose settings can be defined as needed and that can be used as a basis for custom materials.
调用这个函数(或者双击 Material Manager 的空白区域)将创建一个新材质。但什么是默认材质?C4D 提供了各种材质,根据预期用途(例如,物理材质,毛发材质或节点材质等) ,其设置可以根据需要定义,可以用作定制材质的基础。
This is nothing new. These default materials were previously created when a given function was activated (e.g., a Sketch material). You can now define yourself, what a default material is. This can be defined in the Preferences menu under Default Material. In the next menu you can create a unique new default material.
这不是什么新鲜事。这些默认材质是在给定的功能被激活之前创建的(例如,草图材质)。你现在可以定义自己,什么是默认材质。这可以在默认材质下的首选项菜单中定义。在下一个菜单中,您可以创建一个唯一的新默认材质。
材质
新标准材质
This command (or a double-click on an empty area of the Material Manager) creates a new material with default values (white with specularity). The new material is placed at the start of the material list.
这个命令(或者双击 Material Manager 的空白区域)创建一个默认值为白色的新材质。新材质放在材质清单的开头。
新型聚丁二烯橡胶材质
This command works like the aforementioned New Default Material command, only that a material that is as physically correct as possible will be created. This material is made up exclusively of the active Reflectance material channel. This channel contains 2 layers:
这个命令的工作方式类似于前面提到的 New Default Material 命令,只是创建一个物理上尽可能正确的材质。这种材质是由活性反射材质通道组成的。这个通道包含两层:
Note that this is only a Material System preset and does not offer any new functionality as such.
请注意,这只是一个材质系统预置,并不提供任何新的功能。
When using a PBR Material it is recommended that a PBR
Light
当使用 PBR 材质时,推荐使用 PBR 光(面积; 逆平方衰减; 在渲染和反射中可见)。
The PBR Material works with all renderers. When used with older renderers, render times will increase compared to standard materials (in part because of refllections, incl. matte portion).
PBR 材质与所有渲染器一起工作。当使用较旧的渲染器时,渲染时间将比标准材质增加(部分原因是由于通货膨胀,包括。哑光部分)。
优步新材质
A node-based but easy-to-use material will be created whose channels are similar to those of a standard
material or a physical material. The Uber material settings can be accessed and modified in the Attribute
Manager or by double-clicking on it on the Material Manager’s or Material Editor’s preview. The Uber material
is in fact made up of a complex network of material nodes, which can also be accessed via the Node Editor.
This means that the Uber material can be configured directly in the Node Editor. To do so, select the Uber
material in the Material Manager and select
将创建一个基于节点但易于使用的材质,其通道类似于标准材质或物理材质的通道。优步材质设置可以在属性管理器中访问和修改,或者双击材质管理器或材质编辑器的预览。优步的材质实际上是由一个复杂的材质节点网络组成的,也可以通过节点编辑器访问。这意味着 Uber 材质可以直接在节点编辑器中配置。为此,在材质管理器中选择 Uber 材质,并选择编辑 > 节点编辑器。
The Uber material is known as a material asset, i.e., a saved and capsuled arrangement of Node Materials. Assets such as these can also be created and edited in the Node Editor.
优步材质被称为物质资产,也就是说,节点材质的保存和封装安排。这样的资产也可以在节点编辑器中创建和编辑。
Details about this special material can be found under Uber Material.
关于这种特殊材质的详细信息可以在 Uber Material 中找到。
Several tips for Node Materials
节点材质的几个技巧
新节点材质
A Node Material is made up of 2 individual Nodes: a Material Node and a Node that feeds it, which controls the behavior of the surface reflections.
一个节点材质由两个单独的节点组成: 一个材质节点和一个为其提供信息的节点,这两个节点控制表面反射的行为。
These Node Materials are designed for advanced users because the material itself must be created using numerous available nodes.
这些节点材质是为高级用户设计的,因为材质本身必须使用大量可用节点创建。
Double-click on the newly created Node Material to open the
双击新创建的节点材质以打开
节点编辑。
特殊材质
Here you will find several materials for special functions such as Sketch and Toon or Hair. Many of these material are created automatically when the corresponding function is activated, e.g., via commands (e.g., Hair) or the render settings (e.g., Sketch). Others must be calles up explicitly (e.g., PyroCluster).
在这里你会找到一些特殊功能的材质,如素描和图恩或毛发。当相应的功能被激活时,许多这些材质会自动创建,例如,通过命令(例如,Hair)或渲染设置(例如,Sketch)。其他的必须显式地调用(例如 PyroCluster)。
新草料
Creates a new Grass material (also called Architectural grass).
创建一个新的草材质(也称为建筑草)。
新型毛发材质
Creates a new Hair Material.
创建一个新的毛发材质。
新型 PyroCluster 材质
Creates a new PyroCluster material.
创建一个新的 PyroCluster 材质。
新型聚焦聚合物体积示踪材质
Creates a new Pyrocluster VolumeTracer Material.
创建一个新的热解簇体积示踪材质。
新的阴影捕捉材质
Creates a new Shadow Catcher Material.
创建一个新的阴影捕捉器材质。
新素描素材
Creates a new Sketch material.
创建一个新的素描素材。
节点材质预置
节点材质预置
In this menu you will find several available Node Material presets for the Standard/Physical renderer such as wood, metal, stone, plastic, ceramic, etc. These materials are comprised of normal nodes and can be viewed in the Node Editor to learn more about them and how they were created (click on the Node Material’s Node Editor button, right-click on the node and select Edit Asset).
在这个菜单中,你会发现一些可用的节点材质预置为标准/物理渲染器,如木材,金属,石材,塑料,陶瓷等。这些材质由普通节点组成,可以在 Node Editor 中查看以了解更多关于它们的信息以及它们是如何创建的(单击 Node Material’ s Node Editor 按钮,右键单击节点并选择 Edit Asset)。
扩展
This menu contains the Cinema 4D volume shaders. These are described under 3D Volumen Shaders.
这个菜单包含Cinema 4D 音量着色器。这些是描述在3D Volumen 着色器。
其他指令
装载材质..。
This command loads materials, adding them to any materials already in the scene. You can also import materials from another scene by loading the scene file.
这个命令加载材质,把它们添加到场景中已经存在的材质中。你也可以通过加载场景文件从另一个场景中导入材质。
A word of caution regarding textures:
关于纹理需要注意的是:
By default, Cinema 4D will search for all textures here:
默认情况下,Cinema 4D 会在这里搜索所有的纹理:
In the same folder as the scene
在相同的文件夹作为场景
In the Tex folder within the scene’s folder
在现场文件夹中的 Tex 文件夹中
In the Tex folder within the Cinema 4D folder
在Cinema 4D 文件夹的 Tex 文件夹中
If a given bitmap was saved to an absolute path, Cinema 4D will, in this case, only search within this path, and will ignore all other defined search paths.
如果给定的位图保存为绝对路径,Cinema 4D 将只在这条路径中搜索,并忽略所有其他已定义的搜索路径。
When Cinema 4D renders the scene, it must locate all the textures. When the scene is to be used on another computer (perhaps by a colleague) we recommend that you save the scene using the Save Project with Assets command. This will save all of the textures used by the scene in a Tex sub-folder. Save Project is comparable to the Collect For Output command that you may be familiar with from using other software tools.
当 Cinema 4D 渲染场景时,它必须定位所有的纹理。当场景要在另一台计算机上使用时(可能是同事使用) ,我们建议您使用 Save Project with Assets 命令保存场景。这将在 Tex 子文件夹中保存场景使用的所有纹理。“保存项目”可与“收集用于输出”命令相媲美,您可能在使用其他软件工具时已经熟悉了这个命令。
将材质保存为..。
Saves the selected materials. The standard system dialog for saving files will open. Once you have saved the materials, you can reload them at any time using the Load Materials command.
保存选定的材质。保存文件的标准系统对话框将打开。一旦您保存了材质,您可以使用 Load Materials 命令随时重新加载它们。
将所有材质保存为..。
Saves all the materials in the active scene. Use the Load Materials command when you want to load the materials.
保存活动场景中的所有材质。当你想加载材质时,使用加载材质命令。
节省材质预置... 加载材质预置
These options let you load material presets from a list of presets or save material presets (they will be saved to the Content Browser’s Presets/User directory).
这些选项允许您从预设列表中加载材质预设或保存材质预设(它们将保存到 Content Browser 的预设/用户目录中)。
Materials can be placed into the Presets/User directory per drag & drop. Inversely, materials can be dragged from this directory into the Material Manager.
材质可以放置到预设/用户目录每拖放。相反,材质可以从这个目录拖动到材质管理器。
Material presets with bitmap textures placed in their material channels will only function properly if the corresponding bitmaps can also be found, i.e., if they are located in the correct Cinema 4D 在材质通道中放置位图纹理的材质预置只有在能够找到相应的位图时才能正常工作,也就是说,如果它们位于正确的 Cinema 4D 中asset path 资产路径.