Import - Materials tab
The Materials options tab can
be found at the bottom of the .Obj Import dialog. This tab controls
how new Materials are created and is further broken down into
tabs. The individual options are detailed below...
This sub-tab is the 'master
control' that determines whether Materials are created and/or
updated as well as whether Texture Tags are created. The top
3 options are mutually exclusive...
Don't Load Materials -
If this option is selected,
then no Materials are created or updated and no Texture Tags
are created on the imported mesh(es). (NOTE:
currently, the material Selection Tags are still created in all
cases and are named the same as if Materials and Texture Tags
were being created).
If this option is selected,
the Channels and Textures sub-tabs are ghosted.
Always Create New Materials -
If this option is selected,
new Materials are created and no pre-existing Materials
in the scene are used, updated or modified in any way. Texture
Tags (along with the Selection Tags) will be created on the imported
mesh(es), using these new Materials.
Only Create Missing Materials -
If this is selected, any Materials
already in the scene with the same names will be used. Any not
found in the scene will be created. Tags (along with the Selection
Tags) will be created on the imported mesh(es), using these new
or pre-existing Materials.
Also, when this option is selected,
the final option on this tab gives you additional control. When
the "Update Existing Materials" option is disabled,
the imported mesh might use some existing Materials (if the names
matched), but the Materials are not modified in any way. When
this option is enabled, thos Materials (or at least the
Channels you have set in the Channels Tab) will be updated with
settings from the .mtl file.
...note that this sub-tab controls
whether or not Materials are created or modified... how
they get created/modifed is further controlled by the other sub-tabs.
This sub-tab determines whether
some specific Cinema 4D Material channel*
is affected or not.
NOTE: Wavefront .mtl files support (at
best) a small subset of the settings you have available within
Cinema 4D and as such, there is no 1-to-1 mapping of material
properties (bump maps are supported, but there's no way to specify
bumpmap strength, for example).
With that in mind, I had to
make some decisions about how to best map .mtl file settings
into something that makes sense in C4D's idea of material properties.
As another example, the .mtl file supports a 'Diffuse' color
and texture map, but these are a closer match to C4D's 'Color'
channel than the 'Diffuse' channel, so I translate them between
the two. A similar remapping takes place between the .mtl file
'Ambient' values and the C4D 'Luminance' channel as well as .mtl
file 'Dissolve' values get mapped to the C4D 'Transparency' channel,
On a related note, Cinema 4D
has a 'Brightness' value for various channel colors, but there's
not a separate parameter for that in the .mtl file, so the RGB
values are scaled by it. In other words, if you had a channel
set to White (RGB all = 100%) with a 'Brightness' of 50%, you'd
get a mid-Grey color. If you export that mesh, then re-import
it and go check that material/channel, you'll find that the RGB
values are now all set to 50% and the Brightness is set to 100%
- which is opposite - but the resulting mid-Grey color is the
In general, Riptide Pro
does the best job it can at interpretting .mtl files for use
in Cinema 4D and has gone through multiple revisions and tweaking
over the years (during 'Riptide' development). In the cases where
the solution is still not optimal (some other apps create some
odd/funky .mtl files), you now have the option (in Riptide
Pro) to enable/disable individual channels, to help you
fine-tune the results.
The 'Reflection' channel option may or may not yet be 'hooked
up'. As of this writing, I'm still investigating it, but I wanted
to make a place-holder for it)
This option is found in the
header area at the top of this tab. It is the 'master control'
that determines whether any texture files are loaded or not.
If this option is disabled, none of the other options on the
Texture sub-tab matter (in fact, those options will be 'ghosted').
The "Mix Mode"
and "Sampling" options just allow you to preset
those same Cinema 4D Material/Texture settings (the .mtl file
doesn't have this information).
The "Suggested Path"
option allows you to provide a specific folder to look in for
any texture files... Note that Riptide Pro doesn't
actually load any texture files. It mearly tells Cinema 4D
the name(s) of the texture files and Cinema 4D will look in
the "Texture Paths" preferences setting (where you,
the user, can set up to 10 different paths to look in) for those
With the above in mind, this
new "Suggested Path" option allows you to provide
yet another (but specific to each Riptide Pro
'Preset') path to look in. When there is some path listed here,
Riptide Pro will scan that specific folder and
if it finds the texture file it's looking for there, it will
tell C4D the full path+filename. If it doesn't find the file
there, it just tells C4D the filename and C4D will look in the
various "Texture Paths" that you have set up in C4D
Preferences for the file(s).
NOTE: As of v1.3, the "Suggested
Path" for textures (on Import) is now recursively searched.
Sub-directories of the Suggested Path are now also searched for
texture files, making this option more like Cinema 4D's built-in
Texture Path preferences, but on a per-Preset basis.