Author Topic: Problem with Materials Stacking  (Read 2089 times)

2018-06-15, 22:25:15

BigAl3D

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OK so I think this may be a bug. The image should explain fairly well I think, but if there is an object that has a material from it's parent, then you either add a second material to the Child object and, in this case, use the C1 command so it's only on the cap, it breaks the parent material. I have to add it again on the child object beneath the other. This is also the case with a mesh object and a Selection Tag.

Full-speed non-debug version
Build timestamp: May 30 2018 10:30:10
Version: B2 daily May 30 2018 (core 2 DailyBuild May 30 2018)
Cinema version: CINEMA 4D Studio R19.053 S
Mac OS Sierra, v10.12.4 (16E195)

2018-06-18, 09:43:12
Reply #1

houska

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I admit I didn't try now, but how does it work in C4D? I guess it will be the same...

2018-06-18, 23:31:27
Reply #2

Cinemike

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I admit I didn't try now, but how does it work in C4D? I guess it will be the same...

Yep.

2018-06-18, 23:33:24
Reply #3

BigAl3D

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Not sure I understand your reply. Does that mean you don't know anything about C4D so it's confusing?

2018-06-19, 01:04:55
Reply #4

Cinemike

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Not sure I understand your reply. Does that mean you don't know anything about C4D so it's confusing?

It is the way it works.
As soon you assign a material to a child of an object that already has a material assigned to, this material will be used for the child and the material of the parent will be ignored for the child.
It does not change the way it works if you assign this material to a polygon selection of the child only. In this case, a default material will be assigned to the child object and the material assigned to the selection will be, well, applied just there.
Try it with a simple scene and the standard renderer - same outcome.

2018-06-19, 10:09:37
Reply #5

houska

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Not sure I understand your reply. Does that mean you don't know anything about C4D so it's confusing?

Sorry if I was being unclear. What I meant is that if you render a similar setup in the standard C4D renderer, the outcome will be the same. This means that there is very low chance that we will change this behavior in Corona. You see, we want to be consistent with C4D's original renderers.

2018-06-19, 16:49:57
Reply #6

BigAl3D

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Oh my, I would have bet that you were wrong about this issue happening in all C4D scenes, but you are correct. I just tested it. I guess I never noticed it before. Sorry for the confusion.