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Optional module - Maxon Computer

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42 CINEMA 4D R11 Quickstart – Materials<br />

The displacement channel deforms the polygon mesh according to the bright and dark areas of an image. Bright<br />

areas of the texture raise the polygon mesh and dark areas lower the mesh. This lets you create a wide variety of<br />

shapes without having to model such a complex surface, thus saving you a lot of time. The ornamental facade<br />

of a house or the relief of a sword handle are good examples. The possibilities are endless.<br />

Close the Material Editor window and set the HyperNURBS subdivision of the eyelids to at least 4 in the editor<br />

(Click on the respective HyperNURBS object and change the settings in the Attribute Manager) and apply the<br />

new material to the eyelid objects. Render the view (Ctrl+R). The result should be at least somewhat similar a<br />

reptile’s eye.<br />

You have seen how you can get quick results without having to create a complex texture.<br />

CINEMA 4D’s integrated shaders and channels offer so many possible variations that you will never be able<br />

to try them all. Play around with some of the parameters, add a couple of channels and find out how they<br />

influence your renderings.

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