Hi sean72,
As a starting point, create a paper based list of all channels of the C4D Material, keep it in you pocket, and every time you have a few minutes, observe the objects around you and what channels they might need to use to look in that way. Go along the list. :o)
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The Physical Render will not help here a lot, it is more for Camera specific aesthetics: but yes, that will help on the end to sell the shot.
I avoid when ever I can the term Photorealistic or Physical correct material. It is a longer discussion, but since a friend of mine was pulled to the judge, as his client had a different idea about Photorealistic, he didn’t wanted to pay. My friend is first class in with his awarded work. As a consultant in that case I mentioned only that a lens cap left on the camera produces a “photorealistic image”—it is just black. Easy to recreate.
Materials are never ever physical correct, it is nearly impossible to produce. We simulate such stuff. Think alone of the light in C4D, it is RGB based, not spectral based. So, I will not use those terms, nor answer to such ;o) jsut so you understand where I’m coming from.
BUT—of course I get your question, you want to deliver something that comes closer to the, e.g., image above.
To create great materials is a question of observation, and I really means exploration in DETAIL, not just a look and “I got it”. It might take hours to explore a material in depth. You might be surprised. Get reference images, shoot them by your self, with a MacBeth chart or at least a gray card next to it. Profile your camera, and color manage your pipeline. Calibrate your monitor.
Avoid Internet stuff as reference! Avoid 8bit/c images without color profile. JPGs are not acceptable for high end work. I could go on and on with this, but I stop here, I will publish soon a fifty part texture series. I hope that will set some standards.
This list will be not complete or aim to be in that way!
First step, modeling. The edges in your model are razor sharp. You will not find Foam that is in that way, use a “Fillit” or Bevels. Just very tiny, if you take a cube in the size of your model, the starting point for the fillet would be 0.03cm. It is with all objects, a sharp edge without the options to catch light, it just doesn’t work. (1)—>image
Next: Light, be clear what you really need in terms of light. Avoid Soft shadows, and get clear about the parameters inside of the light, e.g., Contrast—and why it is in that way. Lighting is based on a few simple rules, but the combinations are endless. There are some nice Cinematography books about light available.
The material in your case, study in detail “Subsurface Scattering”. You ahve the shader in C4D already. I think that is certainly one of the KEY elements here. As well (1)!
Check where the material is dull and where it is highly reflective (2) can you see the little sparks in the circle? These might bloom to a nice Bokeh if used outside the focus area, if set up in the Physical Render.
Again the edge (3), can you see how diffuse the edge is here, not only based on the light set up, but also based on Subsurface Scattering.
How many blu tones do you see (excluding the hand shadows) between point (1) and (2)? Just set your Photoshop eyedropper to a 5x5 or 11x11 matrix and measure, it is quite a variance in it. Based on many influences. One could be that the different light sources are uneven, different in color temperature (slightly, perhaps different in age). To make it easier I have placed a white bar into it. Quite amazing how that little area goes from pale blue to a different tone in that short distance!? This is what I have in mind when I say—explore.
The list could go on and on. (Digital Lighting and Rendering (3rd Edition) by Jeremy Birn, would be my suggestion to start with. I have to admit, I have only read edition one and two when they came out, starting around 13 [?] or 14 years ago. It’s a classic by now, but fresh in the 3rd edition, Nov 2013)
I hope I could point you in some direction, I hope I was not to straight with my opinions, but after all, waht you use to create your work will always “shine” though. Quality work is based on good material from the start.
My best wishes.
Sassi