This trick comes from George Drakakis. It is a nice way to render your mesh and has endless possibilities.

I hope you all know the proximal effect shader in Cinema4d. Now George Grakakis was exploring the possibilities when he found you can do self-proximal things.
The trick consists of placing a material on a polygonal object and use that same objet in the proximal effect of the material.
Set the "End Distance" to a minimal (otherwise it will not work as expected).

In the following image I tried the "self-Proximal" in different channels of the material.

In order of appearance:
1. Fusion of 2 colors using the proximal as mask,
2. Ew! hum alpha and displacement and I forgot... but it looks cool,
3. Transparency,
4. Like 1. but with alpha on with slightly different settings of the proximal effect,
5. Displacement,
6. Transparency and alpha.
Enjoy exploring this trick, there is dozens of different effects to be achieved.
A drawback of this material is that you will have to make one for each object you wish to render.
This entry was posted on Oct 07, 2007 at 16:35:58 and is filed under Tips & Tricks, Textures, Procedural. You can follow any responses to this entry through the RSS 2.0 feed, or leave a response (below) .
Pretty interesting, specially the displacement one.
"A drawback of this material is that you will have to make one for each object you wish to render."
actually you can drop the objects into a null, drag it to the object's proximal slot and click "Include Subobjects"
TNX on coming back
You are right George sorry.
welcom back :)
How would I make an inverse of #2? So just the edges are shaded and the polygons are clear?
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