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Everyday Material Collection FAQ

Last Updated: Nov 14, 2018 03:40PM CST

What is the Everyday Material Collection?

The Everyday Material Collection is a huge bitmap-based shader library comprised of over 350 materials that cover a myriad of everyday surfaces. Everything from concrete to cola. We are confident these versatile materials will make it into your everyday workflow.


How many Materials are included?

The Everyday Material Collection contains over 350 materials.


What sort of Materials are included?

There are 12 Categories: Car Paints, Concrete, Metal, Fabrics, Glass, Liquid, Masonry (brick, rock, etc), Miscellaneous, Organics, Plastics, and Wood.


How many bitmaps are included?

The Everyday Material Collection contains over 1,000 texture maps and can take up over 15GB of space! All 4K in various JPG, EXR, and TX (Arnold) formats. There are maps for Diffuse, Roughness, Normal, Displacement, and Metalness.


Does it work with my renderer?

This material collection will work in Redshift, Arnold, and Octane. Physical is NOT supported at this time due to a known content browser bug. Be sure to check our list of supported renderers for a complete list of compatibility.


How does this Collection work?

After download and installation, your Material Collections will appear in the C4D content browser as “Presets”. From there, it's just like any other content browser asset. Drag the material into your scene and have fun!


What resolution are the bitmaps in this collection?

All of the texture based materials are 4096x4096 (4k) and are completely tileable. Categories that do not have associated bitmaps are Glass and Liquid.


Are these PBR Materials?

Yes! They were created using a PBR + Metalness workflow (the conductor materials at least). We believe this method offers the best looking materials without being overly complex.


What the heck is PBR?

Physically Based Rendering (PBR) is a process of shading and rendering that provides a more precise representation of how light interacts with surfaces. For more information on this topic, we suggest checking out Allegorithmic’s multiple papers on PBR shading found here.


Can I use these materials in other programs besides Cinema 4D?

Currently, we have materials for Cinema 4D, in particular, Redshift, Arnold, and Octane. However, if you would like to purchase this pack and utilize the many bitmaps (JPG, EXRs) to create your own materials from scratch, you are more than welcome to do that. However, we do not offer technical support beyond the aforementioned applications/renderers. So, if you’re a Houdini/Maya/Max user and are comfortable building PBR materials using texture maps, go for it! We just can’t do tech support for that workflow.


Can I edit these materials?

Yes, once you’ve added any one of the materials to your Cinema 4D scene, we encourage you to adjust all of the parameters to meet your needs. They were designed to be a starting point for your work.


Can I add my own materials to these preset libraries?

We do not recommend adding custom materials to the Everyday Material Collection. However, you can always create a preset library of your own containing any adjusted versions of materials from the collection.


Were these made procedurally or with photos?

Both! Industry shading vet Chad Ashley hand created these materials using both photography, scanning, and Substance Designer by Allegorithmic . We believe this approach is superior to a fully photo-based or full procedural approach.


How does this compare to Poliigon or other texture sites?

Poliigon is a fantastic resource for bitmaps. The Everyday Material Collection, however, is comprised of fully assembled C4D materials that require no plugging in of texture maps. They are designed to be at arms reach at all times in the Cinema 4D Content Browser. Drag any of the 350+ materials into your scene and start playing.


Will these materials work on my local render farm?

As long as all the machines on your local render farm are pathed to the same location your bitmaps reside, it should work. You can also “collect file with assets” at any time to pull any referenced textures into your local folder.


Will these materials work on cloud-based render farms?

If you collect your files with assets when you submit to your cloud renderer of choice, it should work as expected.


Can I use the bitmaps to create my own materials?

Absolutely! The texture maps were created for a PBR workflow and we encourage you to use them on your own materials. Have fun!


My material’s displacement looks strange. What gives?

Each renderer handles displacement differently. We recommend checking your renderer’s manual for proper displacement workflows. Here are a few links that may be of some help:

Displacement in Arnold:

Displacement in Redshift:


Displacement in Octane:


Displacement in Physical: See Cinema 4D Help

Why can’t I extract the texture map zip files?
The texture map files are linked-zip files and require a third-party zip application for proper extraction. We recommend 7-zip on PC. It’s free and very robust.


Help, I’m getting missing texture errors!

That’s no good! This is usually an indication that either you have not downloaded any or all of the texture map files from our server or you did not tell Cinema 4D where to find the textures that you’ve downloaded and extracted. OR you could be running an incompatible version of Redshift, Octane, or Arnold.


  1. First and foremost is to make sure you are running the latest supported versions of the Everyday Material Collection and Cinema 4D, and that you are using a supported 3rd party renderer.

    1. Redshift 2.6.24 and above (there is a known issue with 2.6.26 please use 2.6.28 or above)

    2. Arnold C4DtoA and above

    3. Octane Render for C4D v4.0 and above

  2. Be sure that you’ve downloaded all of the texture zips from our website and extracted them to a location on your computer that Cinema 4D is able to access. It is recommended that you store your textures in one master folder. Faster drives (SSDs) are preferred but not necessary.

  3. Close all instances of C4D and be sure that you have placed your chosen .lib4d file in the correct directory. It should be something like this “C:\Program Files\MAXON\Cinema 4D RXX\library\browser\”

  4. Start Cinema 4D again and open “Edit>Preferences”

  5. Under “Files>Asset Paths” choose an open Path and navigate to the directory you placed your textures in.

  6. Close the “Preferences” window.

  7. In Cinema 4D, open the Content Browser and navigate to “Presets” open your chosen EMC preset.

  8. You should now be able to drag/drop your shader into your scene with textures intact. Have Fun!


Why is the workflow for Octane different?

Octane does not currently support a few key features in the content browser. Instead, Octane users will utilize Octane’s Live Database (Local Mode) for nearly the same experience. We hope that someday this issue is resolved and we can offer a single workflow.


Why does the Arnold version use the .tx file type?

The Arnold .tx file type is optimized for Arnold and specifically the process of mip-mapping. Essentially this means that .tx files will load and render faster in Arnold than the PNGs.


I noticed that some of the materials look different in one render than another. Why?

We’ve done our best to make these materials match going from one engine to another but at the end of the day they all approach shading in different ways. The reality is a certain phenomenon is just not possible in some renderers. That being said, these materials are meant to be a starting point for your shading work. Artists are encouraged to manipulate and change the material to suit their needs.


One of my Material categories isn't working, what gives?

Usually, this is because the texture maps associated with that category have 1) not been downloaded/extracted properly or 2) your Cinema 4D pathing has been set up incorrectly. Please double check that all of your textures have been downloaded and extracted to a location that Cinema 4D can see and follow install instructions again.


I’ve noticed that some materials have tiling set to 1 and some set to 2. Why is that?

Sometimes during the design phase, we will adjust the tiling to taste. Of course, you can change this to any number of tiles you’d like. Our materials are meant to be adjusted to meet your needs.


Why do the textures start with either a “C” or a “D”?

C stands for Conductors as in anything that can conduct electricity (metal). The “D” stands for Dielectric. It describes surfaces that cannot conduct electricity (plastics, etc). This naming is how our main material database is organized.


Why is Physical not supported?
There is a known bug with the reflectance channel and the content browser that prohibits us from releasing the Physical version. We hope Maxon will be able to solve this issue soon.


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