Cinema 4D Tip: Material Manager: Folder & Naming Standards

November 06, 2025 2 min read

Cinema 4D Tip: Material Manager: Folder & Naming Standards

Keep your materials tidy to move faster, avoid duplicates, and maintain consistency across shots and teams. Material Manager folders are a simple structure that scales.

Set up a clear folder structure

  • Create folders in the Material Manager (right‑click > New Folder) and drag materials in.
  • Start with top-level buckets that match your pipeline:
    • By type: Base, Metals, Plastics, Glass, Fabric, Woods, Emissive
    • By usage: Characters, Props, Environments, FX, UI
    • By renderer: RS_ (Redshift), STD_ (Standard/Physical), OC_ (Octane)
    • By shot/sequence: Seq010, Seq020, or LookDev, Final, Archive
  • Use short, consistent prefixes: RS_Glass_Clear, STD_Plastic_Black, OC_Metal_Brushed.
  • Mirror the structure with Layers if you want global visibility in the Layer Manager.

Keep materials findable

  • Adopt naming tokens to strengthen searching: type_finish_color (Metal_Brushed_Steel).
  • Use the Material Manager search to filter by substring or prefix (e.g., “RS_”, “Glass_”).
  • Add notes in material attributes (Node editor comments or basic Notes fields) for renderers, UDIMs, or special usage.

Reduce clutter and prevent drift

  • Regularly run Function > Remove Unused Materials to purge leftovers.
  • Consolidate near-duplicates: keep a single canonical “library” version and reference it.
  • Separate experimental from approved looks: a “WIP” folder that gets emptied before final delivery.
  • When switching renderers, isolate conversions in dedicated folders (e.g., convert STD_ to RS_ in a sandbox folder).

Template and share

  • Save a “New Project” template scene that includes empty, named folders and a small set of vetted base materials.
  • Promote reusable materials to the Asset Browser (right‑click > Add to Asset Browser) and categorize consistently.
  • Centralize textures under a tex/ directory at the project root; run Asset Inspector to relink before handoff.
  • For teams, document folder conventions in a brief README inside the project.

Workflow tips

  • Use Takes to duplicate material folders for alternates (e.g., “Take_AO” with simplified, gray materials).
  • Keep preview sizes modest to speed navigation; only crank up previews for hero materials during lookdev.
  • Lock down hero materials by duplicating into an “Approved” folder and referencing only those in final lighting scenes.

Why it pays off

  • Fewer surprises: no accidental renderer mix-ups or outdated versions on the timeline.
  • Faster iteration: predictable locations, faster search, cleaner overrides.
  • Better collaboration: consistent naming and structure across shots and artists.

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