텍스쳐
2008.04.18 19:17

materials적용방법

주소복사 | 조회 수 693 추천 수 0 댓글 7
Atachment
첨부 '1'
?

단축키

Prev이전 문서

Next다음 문서

크게 작게 위로 아래로 게시글 수정 내역 댓글로 가기 인쇄
?

단축키

Prev이전 문서

Next다음 문서

크게 작게 위로 아래로 게시글 수정 내역 댓글로 가기 인쇄
Extra Form

렌더링 걸기 전에,,,내가 오브젝트에 맵핑을 입혀주면,,,,
작업스테이지에서 맵핑을 입혀준것을 확인을 못하나요.?
  • ?
    P. 2008.04.19 04:45
    뷰폿에는 제한적으로 노말.범프.컬러맵,프랜즈넬,등 하드웨어가 디스플레이할수 있는 항목이 있습니다.
    그외에것은 랜더링을 하셔야 겠지요.
    좀더많은 디스플레이영역을 원하신다면 비디오카드를 100만원대 쿼드로에 맞추셔도 좋을겁니다
  • ?
    짱구 2008.04.19 04:45
    맥스나,,마야 같은경우엔,,,왠만한건 확인 할수 있잖아요ㅡ
  • profile
    버럭길동 2008.04.19 04:45
    맥스와 마야는 렌더링이 시네마 보다 느리잖아요! ㅋㅋㅋ 농담입니다.
  • ?
    P. 2008.04.19 04:45
    위에 설명드린것이..그 웬만한것 들인데요? 혹 택스춰디스플레이설정을 끄신건 아니신지?
    작업창 display메뉴의 texture에 채크되어있나 확인해 보실래요?
  • ?
    짱구 2008.04.19 04:45
    자꾸 계속 글을 달게 되네요,,,ㅠㅠ..그래도 이해해 주세요,,저도 함,,,
    시네마를 돌파할려고 함,,입장에서,,,,중간에 막혀서 그래요,,^^...여기 디스플레이 메뉴에,,,
    덱스쳐 체크 되어 있어요,,,,,또 다른 체크 사항이 있는지, 이미지 첨가 합니다.
  • profile
    버럭길동 2008.04.19 04:45
    OpenGL Shading


    Refresh

    Smart Window Refresh

    When enabled, this option accelerates window refresh under OpenGL if, for example, you move an undocked manager over the viewports. If the option is disabled, OpenGL must refresh the entire screen each time.


    Tip:
    Some OpenGL cards do not support Smart Window Refresh and will display errors if this option is enabled.
    Smart Live Selection

    If this option is enabled, live selection under OpenGL is accelerated — only the selected polygons or points are redrawn, rather than the entire screen.


    Tip:
    Some OpenGL cards do not support Smart Live Selection and will display errors.

    Textures

    Use Textures

    This option defines whether textures can be displayed in the viewport.

    This setting is applied globally, i.e. it affects all viewports. You can define this option separately for each viewport using the viewport settings, which apply to the active viewport only.

    Texture Interpolation

    Texture Interpolation controls which method is used to interpolate the textures when you zoom objects in the viewport: Nearest or Linear. Nearest uses the color of the nearest pixel in the texture, causing hard transitions in the zoomed texture. Linear uses linear gradients (i.e. linear interpolation) to create smooth or blurry transitions in the zoomed texture.


    Texture Interpolation set to Nearest (top right) and Linear (bottom right).

    Back Image Mode

    If you have loaded a back image in the viewport settings, when you zoom in the viewport the back image will also be zoomed. Back Image Mode defines which type of interpolation is used for the back image. Try each mode and use that one that gives the best result.


    Extensions

    These settings enable you to optimize OpenGL for CINEMA 4D. The best settings depend on your system’s hardware and drivers. Try each option to find out which settings work best.

    Active Object Plane
    Highlight Plane

    These options speed up the movement of objects and refresh rate of the highlight plane (the yellow highlighting that appears when the mouse pointer is over polygons in polygon mode). Only relevant parts of the screen will be redrawn; complex background areas may not have to be redrawn.

    Up to three internal planes are created depending on which of the two options are enabled:


    Both options disabled
    Uses a single plane that should work with any graphics card.
    Active Object Plane enabled, Highlight Plane disabled
    Two planes are created. The second plane is used exclusively to redraw the highlighting.
    Both options enabled
    Three planes are created. The active objects are drawn on the second plane; the highlighting is drawn on the third plane. Depending on which view you are working in, only the relevant plane must be updated, which naturally provides a faster viewport refresh.



    Use ARB Extension For Dual Planes

    This option switches to an alternative method for displaying dual planes. Depending on the hardware, this method may provide a faster viewport refresh.

    The option will be ghosted if it is not supported by your graphics card’s driver.


    Enhanced OpenGL


    Left: Editor view with Enhanced OpenGL. Right: Rendered. Notice the shadow casting, translucency, bump maps and normal mapping for the sphere on the right!



    When in this mode numerous relevant material channels and lighting properties can be displayed fluidly in the editor view without having to render the image.

    This option works globally. Enhanced OpenGL can be activated separately in each view (Display menu) also with regard to effects such as shadow, transparency, etc. (of course, these must be set to global as well).


    Tip:
    Enhanced OpenGL, including corresponding options such as transparency, shadow and post effect must be activated in the respective view (Display menu). CINEMA 4D supports OpenGL post effects (e.g. the Cartoon Renderer post effect) only to a limited degree.
    Don’t expect miracles, though. Of course it is impossible for any graphics card to display all CINEMA 4D lighting or material properties (current graphics cards just are not capable of this type of performance) and there is no guarantee that the OpenGL display in the editor view will reflect the actual rendered result (OpenGL and CINEMA 4D renderers simply differ too greatly from one another). Enhanced OpenGL serves primarily to offer instant visual feedback for everyday situations without having to constantly test-render your scene, in particular with regard to the depiction of shadows (only Hard Shadows will be displayed; Parallel and Infinite shadows will not be displayed).


    Tip:
    Make sure you always use the most current driver for your graphics card.
    The following properties are, for the most part, supported and can therefore be seen directly in the editor view:

    Material channels: Color, diffusion, luminance, transparency, environment, bump, normal, alpha, specular, specular color (these can be activated / deactivated in the Illumination channel, exclusively for Enhanced OpenGL display.
    Light sources: The most important options will be implemented (e.g. type, inner angle, outer angle (Spot Light), a Spot Light’s color gradient (Details tab: Use Gradient).
    Shadows: Hard Shadows only (any shadow type can be selected; Parallel and Infinite shadows will not be displayed). All other shadows will only be displayed as Hard Shadows. Inaccurate shadow depiction can result when working with larger scenes.
    Shaders: Many shaders will be calculated natively by the graphics card (color gradient (without 3D turbulence), fresnel, bitmap (i.e. loaded textures), color, karo, noise (exception: all Veronis, Ober and Zada) falloff, etc.), which will result in a relatively accurate depiction of the scene in the editor view. Other shaders such as noise, etc. will be emulated: Internally, the (relatively small) shader preview (bitmap) will be used and projected onto the object with UVW projection. These bitmaps will be saved with the scene, which can result in vastly larger (scene) file sizes!




    Tip:
    Tip:

    If the Noise shader’s Space setting is set to UV (2D), the scene as displayed in the editor view will closely resemble the rendered result.


    Note:
    Since this functionality emulates shaders, opening a scene that contains many shaders can require a lot of memory.

    Note 2:
    Enhanced OpenGL also supports the Render As Editor and Make Preview functionalities which let you quickly create high-quality preview movies.
    OpenGL Hardware Lighting

    If you enable this option, your graphics card will take over the task of lighting the objects in the scene. This will usually give you a faster refresh rate in the viewport, depending on the performance of your graphics card.

    OpenGL hardware lighting supports the following features only:


    Environment object

    Environment Color
    Fog (3D view only)




    Light source objects

    Omni, Spot, Distance and Parallel lights
    Color, Brightness
    No Diffuse option, No Specular option
    Up to eight lights are supported




    Materials

    Specular, inc. Width and Height
    Specular Color
    Texture in the Color channel with Specular highlights



    Shared Textures

    If this option is enabled, OpenGL will load a single texture for all views. Otherwise, a separate texture will be loaded for each view (this will use more memory but is more compatible).

    Use Line Polygons

    Enable this option for faster wireframe display. It affects wireframe display only.

    Use OGL Points For Handles

    Enable this option for faster display of object points (the points that are displayed when you select the Points tool). Some graphics cards do not support this feature.

    Antialiased Lines

    If this option is enabled, lines are smoothed (antialiased) by the OpenGL implementation provided the mode is supported.

    Rotate Quads

    A quadrangle is made up of four points: A, B, C and D. This can be broken down into the triangles ABC/ACD or ABD/DBC. CINEMA 4D uses the first variant. The variant used by OpenGL depends on the driver. If you notice display artefacts, try toggling the option to adapt the OpenGL display to the internal algorithms.


    Rotate Quads disabled (left) and enabled (right). With some graphics cards it’s the other way around.

    Maximum Trasparency Depth

    Use this setting to define the maximum number of transparent polygons that can be displayed behind each other. Higher values will lead to slower display times. A value of 0 will antialias the transparency.

    Maximum Light Sources

    Use this setting to define the maximum number of light sources Enhanced OpenGL will calculate (in the order in which they appear in the Object Manager). Higher values will lead to slower display times.

    Maximum Shadows

    Use this setting to define how the shadows of light sources are displayed (in the order in whch they appear in the Object Manager). A value of 0 will result in no shadow being displayed.


    Tip:
    Note:

    Depending on the light source, a maximum number of six shadows (Spot Light) or two shadows (Target Light) per object in the editor view can be displayed. The number of shadows that can be displayed may also be reduced if large materials are used (activated bump channels, shaders that use UVW-coordinates, etc.).

    Compiler

    You can select from two options that internally control the OpenGL applications. Use the option that works best with your particular graphics card.

    The advantages and disadvantages of using each option in brief:

    GLSL: Faster than Cg. However, each time you update your graphic card’s driver compiler errors can occur, resulting in flawed editor view displays.
    Cg: Slower than GLSL but more stable and the compiler is not affected any driver updates.




    Software Shading

    Use Textures

    This option defines whether textures can be displayed in the viewport.

    The setting is applied globally, i.e. it affects all viewports. You can define this option separately for each viewport using the viewport settings, which apply to the active viewport only.


    Tip:
    You can work more smoothly in the viewports if you disable this option.
    Perspective Correction

    If this option and Use Textures are enabled, the material previews will be corrected for perspective in the viewports.


    Colors

    Use this page to define the colors used in the viewports. Select the element whose color you want to change from the list and pick the new color using the sliders or system color dialog.

    You’ll see either three color sliders or a color table depending on the Color System setting on the Units page. The color preview is displayed to the left of the sliders.

    If you click on this color box, the system color dialog will open.

    If you click the triangle button below the color box, a menu appears. Use this menu to change the color model or to switch to the color table. This setting is retained for as long as the dialog is open. As soon as you close the dialog, the setting on the Units page is used once more.
  • profile
    버럭길동 2008.04.19 04:45
    반사재질 같은데..반사재질은 주변에 뭔가 있어야 하고..
    반사재질은 보여지지 않습니다...

    환경맵이면 중간아래쯤 Enhanced OpenGL를 체크하셔야 합니다. 고 아래 쭈욱 체크하구요...자세한 사항은
    메뉴얼에서 Enhanced OpenGL지원 부분을 찾아 보시길 바랍니다.

질문과 답변

question and answer

List of Articles
번호 분류 제목 글쓴이 날짜 조회 수
공지 일반 Cinema 4D Education 학생용 라이센스 사용방법 2 그래바 2020.09.03 19544
공지 Octane 옥테인 크래시 관련 자주 올라오는 질문들과 해결하는 법을 정리해보았습니다. 16 file 이효원 2020.04.19 50318
공지 [필독] 단톡방 질문 방식 관련 공지사항 4 file 권오훈 2019.06.27 14110
공지 일반 [필독] 질문 게시판 유의사항 ! 권오훈 2019.06.27 6077
242 텍스쳐 얼굴 매핑 동영상 따라하다가 막힌 부분입니다.. 5 file DavidKim 2008.06.04 536
241 텍스쳐 3ds Export 하면 맵 데이터가 사라져요 3 file 샤이닝 2008.06.03 235
240 텍스쳐 튜토리얼 중에 [맵핑] 바디페인터로 얼굴맵핑하기..자료를 다운 받을 수 없어서 글올립니다.. 4 DavidKim 2008.06.02 263
239 텍스쳐 Tags 에 있는 Generate UVW Coordinates 로 UV를 활성화 할 수 없는 문제 7 file DavidKim 2008.06.02 536
238 텍스쳐 브러쉬가 기본적으로 바디페인터에 많이 있는 걸로 알고 있는데요.. 빈창만 뜨는이유는머죠? 6 DavidKim 2008.06.02 402
237 텍스쳐 Relax UV Error 섬바리 헤얼미~ 14 DavidKim 2008.06.01 541
236 텍스쳐 direct draw surface 형식으로된 dds 파일로 어떻게 만드나요? 3 코알라 2008.05.30 287
235 텍스쳐 OBJ파일에 흰색 가죽재질을 입힐려면? 2 쵸키랑 2008.05.28 266
234 텍스쳐 64비트에서 PNG파일 불러와지나요? 3 ㅋㅏㅊㅣ 2008.05.26 259
233 텍스쳐 카메라맵핑에 대해 알고 싶습니다. 5 존재와당위 2008.05.25 396
232 텍스쳐 라이트에서,,,,,,,,,,라이트 반사 주기 1 file 만수 2008.05.25 304
231 텍스쳐 투명맵핑했을때 뷰에서 폴리곤이 투명하게 되는데 안투명하게 제어할 수 있나요??? 3 file 하이세이 2008.05.21 398
230 텍스쳐 부분 맵핑에 관한 질문입니다. 2 모션사랑 2008.05.15 267
229 텍스쳐 재질에서 랜덤으로 나무무늬나게 할려면 어떻게 해야하나요? 8 file 이내 2008.05.14 359
228 텍스쳐 파이널랜더로 노멀맵 어떻게 표현하나요? 5 남성우 2008.05.14 235
227 텍스쳐 작업창과 렌더링창의 맵소스 맞추기 4 file iloveabba 2008.05.09 256
226 텍스쳐 맵소스 찾기 2 iloveabba 2008.05.09 411
225 텍스쳐 퀵타임 VR을 이런 용도로 쓸수 있을까요? 4 file iloveabba 2008.05.08 194
224 텍스쳐 가장 초보적인 셋 셀렉션 질문입니다~~ 4 아트모션 2008.05.02 430
223 텍스쳐 시네마에서 노말맵(탄젠트)을 추출할수는 없나요? 6 file 욕심쟁이 2008.04.29 433
목록
Board Pagination Prev 1 ... 96 97 98 99 100 101 102 103 104 105 ... 113 Next
/ 113
닫기

마이페이지

로그인을 해주세요