Since Cinema4D doesn't have
pixel level displacement, we have to rely on micro-surface displacement.
The problem is that Cinema4D doesn't calculate
where the micro-surfacing has to occur. So, we must do it by
hand. But it's not as complicated as it may sound at first.
Once mastered, it can be acomplished quite fast and easily.
Just follow this tutorial...
First, we will start by creating two textures in Photoshop
(or whatever painting application you have): the color texture
and the displacement texture. The displacement map is just like
a regular bump map but with a little different in the way it
is interpreted. On bump maps, a value of 50% grey will keep
the surface where it is. A lighter value will simulate a raise
in the surface and a darker value will simulate a indent on
the surface. With displacement maps, a value of black will keep
the surface where it is. Any value that is lighter will raise
the surface if the strength of the displacement is positive
(0 to 100%) and will indent the surface if the strength of the
displacement is negative (0 to -100%).
Now, in Cinema4D, we create a Plane
with the proportions of the bitmaps we created. We don't need
many subdivisions to start with. In this case, a 10x8 grid will
With the bitmaps we made, we create a simple material. Make sure
that the displacement Height has a value that
relates to the dimensions of the Plane. Don't
worry about the preview, as it doesn't portrait the displacement
like it will be on the rendered image.
Apply the texture to the Plane and change the
mapping mode to Flat. The display will go mad,
with long stripes. No worries!! To adjust it automaticaly, change
to the Top View and, with the texture tag selected,
choose Adapt to View, followed by Fit
to Object, in the Texture menu of Object manager. Now
it looks fine!
first thing to do now, is to convert the Plane into a polygonal
object. Just press 'C'. Still in top view, change
to Face mode and select the faces that include the texture aspects
you want to displace - in this case, the 'ABC123'.
Subdivide from the contextual menu (right mouse+click
or Comand+click on Mac). Choose a Subdivision of 1 and turn HyperNURBS
Subdivide off (the default).
will get this... (Don't worry with the triangulation).
you can start deselecting the smaller polygons that don't include
any part of the letters (ctrl+click or ctrl+drag with the Selection
tool). You should get this:
another subdivision using the same values. Once more, deselect
the smaller polygons that don't include any part of the letters:
You should get this:
another subdivision using the same values. Now you know what do
do... deselect some more polygons.
another subdivision you will get this:
should be enough. You have a denser mesh on the places you really
need, to perform a good displacement. But, during the whole process,
many extra triangles were created. Some of them are unnecessary.
So, deselect all polygons and perform a Untriangulate
not a great optimization but every polygon saved helps. Now you
have this mesh (seen in perspective):
you do a render, you will get this:
bad. But, if you place the Plane inside a HyperNURBS
you will get smoother displacements:
an extra bonus, you also get rounded corners. If that is not what
is necessary, use the new Weighted HyperNURBS
options to get sharper corners.
And that's a wrap!!