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Let’s duplicate our Mix Material and rename it to Top Bump 2. This isn’t a modeling stepthrough, so we’re just going to trust that it was done right and apply it to the model. If you want to see what the polygon selection covers, go into Polygons mode with the crate mesh selected, then click the tag and click “Restore Selection”. Luckily (or was it planned?) the starter file for this project comes with two polygon selections already made. The way we’re going to do it is by using a polygon selection to make a mask and restrict the texture to just the top bump. Another is to edit the mask itself in an external app (or Bodypaint if you know it). One option would be to find some way to procedurally subtract from the mask in the node editor. but what if we only wanted it on one of those bumps? As we just learned in the Rubber material, all we’d have to do is apply the top bumps mask to the Opacity channel and it would restrict it to just the top bumps. As expected, it takes over the entire crate.
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Let’s rename the Material “Top Bump 1” and add it to the model.
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If the float texture is deleted or disconnected, an internal 0-1 value will take over (also defaulting to 0.5) which has the same effect as the external float texture. The float’s default is 0.5, or 50% gray, meaning an even 50-50 blend between the two material inputs (think of it like 50% opacity in a 2D compositing app). 1 would mean the mask is fully white, and Material 2 will completely override Material 1. 0 would mean the mask is fully black, or that the Material 2 input has no contribution and it will just look like whatever Material 1 looks like. It comes default with a float texture (0-1 value, or you can think of it as black to white) hooked up to it. The Mix material has an amount input which is essentially the mask. Let’s get both of our materials in, and put the copper into the Material 1 input and the emissive into the material 2 input. Materials can just be dragged from the Material Manager in C4D directly into the node editor and it will create links to them. Now we can make our Mix material and get the Node editor window up. Now we just need to change the IOR to RGB IOR, and dump in the copper values (Metallic IOR: 0.21845, 3.637. There aren’t any external nodes attached to our original copper submaterial, and as we know there’s no way to convert that back to a normal material at this time, so in this case it’s probably just easier to make a new Universal material. Next up we want to use our copper material to mix with the emissive. let’s tick the Surface Brightness checkbox and give it a power of 10 – we can adjust that later. Let’s make a Diffuse material and add a Blackbody to the Emission channel. Before we even make a new Mix Material, we’ll need to make the materials that will feed into it.įor the glowing part, we’re going to use a simple emissive material. While working in the node graph for the Mix Material, any changes made to one of the linked materials will also change the original material. Unlike the Composite Material we used earlier that embeds all of the submaterials, the Mix material uses live links to other standard materials in the material manager. So long as both areas are represented as white, the same texture or material will be applied to both parts of the model. The UVs for the top bumps are split across two parts of the map. Same thing with the mask for the screen – it just needs to fully cover all the UVs meant for the screen, and can overlap into the area with no other UVs without issue.
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In the model we’re dealing with, all of the handle polygons will get the same texture, but since they’re all grouped in the upper left corner and not packed in tightly with other polygons, a single, loose rectangle mask will work fine for this. When making masks based on UV maps, the areas you want to mask out can be very rough as long as they don’t overlap UVs that correspond to other parts of the model. The UV set for the crate model is pretty decent, and has very distinct areas for the handles, top bumps, and screen. We’re only going to cover the handles mask in this stepthrough, but the other two are there in case you want to experiment with creating a single (probably Composite) material for the entire crate rather than the way we’re going to step through it here. Included with the assets are a set of three black and white images that can be used as masks.