Create Standard Surface material in Arnold, apply to the object
Open the Material graph → click on the node → Specular → Weight → 0 (all materials created in this tutorial ignore specular effect)
→ Sheen → Sheen: 0.3 (give fuzziness) (also play around its Color and Roughness)
Open Arnold Parameter tag in the object (it can be created in R click → C4D to ATag too) → Subdivision → Iterations
Add Fabric Pattern:
Duplicate the Arnold Surface Material → Add to the object → Open Material Editor graph → open command box (Ctrl+Tab) Type: Image, select the fabric pattern image from computer
→ Type: Bump2d (with input Bump Map), connect input and output of them as follow (standard surface input as Geomery → Normal) :
Click on bumpd node, in Main → Bump Height: 0.25cm
On Image node → UV Coordinates → Scale U&V: 0.2 (give more precise look)
Add Crushed Velet:
Duplicate Arnold Material → Open its graph → Duplicate Standard Surface Node →
In the new node, change the Base and Sheen color to a brighter one (here from deep red to lighter red)
Create Layer Shader node → connect the nodes as below:
Add image node and select the BW8 image (downloaded from tutorial) → connect its output to Layer shader input Layer 2 → Mix
Set UV coordinates of Image node, Scale U&V to 0.2 too
Add Upholstery cotton shader:
Duplicate 1st Standard Arnold material → open editor graph, create image with fabric out one again →
This time, connect image output to Base → Color input on Standard surface
Type Color_Correct node → connect as follow:
In standard surface node, Sheen tag → Set Sheen to 0.6, Roughness 0.2
Color Correct, Gamma to 3
Add bump2d node, set Bump height as 0.85cm, connect as follow:
Add Layer_rgba node (for color changing) → enable layer 2 and change its input color to light brown → change Operation to Negation → Connect rgba node output to color_correct node input
Add Satin Shader:
Duplicate 1st Arnold Standard surface, create 2 nodes as follow:
Ramp_float node, Main → Type: Custom → In Ramp, click Show in separate Window → make a graph like this:
(Remark: Hold Ctrl and selected the point, then left click on a new spot to create a new spot for the curve)
To incoporate the specific color:
Select the Ramp float node, type mix_rgba → choose mix (2 nodes will mix together) →
For input 1 color: choose dark purple; Input 2: choose brighter shade of same color
(different color results can be got by changing its input 1 and 2 colors, as long as keep input 2 always a same color with brighter shade)
Add Towel Shader:
Make Iterations in Arnbold Tag to 4
Set the values and color in the material as follow:
Add Image tab and load Towel png, set Scale UV to 0.6 → Add Displacement tag, connect to Image output
Scale of displacement set to 0.012, connect it to Arnold Displcament: