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SLA-Shader 1

SLA-Shader
2 SLA-Shader

SLA-Shader
2D Noise ............................................................................................................................. 8
3D Noise ............................................................................................................................. 9
Banj ................................................................................................................................... 12
Brightness Contrast ........................................................................................................... 13
Colorizer ........................................................................................................................... 14
Distorter ............................................................................................................................ 15
Falloff ................................................................................................................................ 16
Fresnel .............................................................................................................................. 17
Fusion ............................................................................................................................... 19
Gradient ............................................................................................................................ 21
Hue ................................................................................................................................... 22
Lumas ............................................................................................................................... 23
Posterizer .......................................................................................................................... 25
Projector ........................................................................................................................... 26
Proximal ............................................................................................................................ 27
Tiles .................................................................................................................................. 28
BANJI ................................................................................................................................ 31
BANZI ............................................................................................................................... 42
CHEEN .............................................................................................................................. 52
DANEL .............................................................................................................................. 63
MABLE .............................................................................................................................. 73
NUKEI ............................................................................................................................... 83
SLA-Shader 3

Smells Like Almonds Overview


The procedural shaders included in Smells Like
Almonds allow you to create textures that
simply are not possible with texture maps or
other methods. Things like anisotropic surfaces,
multiple specular highlights, volumetric woods
and more are just not achievable any other way.
Although they can be complex (and what isn't
in 3D), with a little practice and study you
should be creating new materials on your own
using the shading engines very soon.
The shaders included in Smells Like Almonds are
procedural meaning that the color you see is Channel shaders calculate a color based on
calculated by a program based on the location in position on the surface which is then used just
space and other factors in the scene. This allows like a color from an image map. To edit the
them to do things not possible with texture parameters of a channel shader click the Edit
maps because the shader knows things like light button at the bottom of the channel Texture
intensity, direction of the surface, where the group next to the MIP settings.
camera is etc. so it can use these things to
change the surface. Shaders can also do things
to change the way CINEMA 4D would normally
render a surface by changing illumination,
surface normals and more.
The shaders in Smells Like Almonds give you
control of the attributes of a surface that they
affect through their parameters. You edit the
parameters in the dialog boxes that come up
when you double click the material or click
Edit... in the material editor. Most of the
shaders have similar controls for the usual
attributes of a surface. There are two types of
shaders in this package, volume (3D) and
channel (2D). Volume shaders completely replace the standard
Channel shaders work similarly to image maps. CINEMA 4D materials and create all aspects of a
You load them by choosing a shader in a material algorithmically. Thus a Volume shader
channel (such as color, transparency etc.) of the can control Diffuse color, specular, bump and
material editor by clicking on the pop down any other aspect of surfacing in materials. To
menu beside the Image... edit text field). use a volume shader just choose one from under
the file menu in the material manager of
CINEMA 4D.
4 SLA-Shader

SLA 2.5 Addendum


There have been several changes to SLA since
2.0 was released but most of these are probably
not instantly apparent to the user. Many of
them are under the hood type of modifications
that make the shaders more efficient or in some
cases just plane functional where there was a
bug or limitation that previously existed.
Following is a discussion of changes and how
they will affect your use of Smells Like Almonds.
Then just double click on the new material icon 1. Bump now works seamlessly with texture
to bring up the shader dialog and edit it's trees (parent/child shader hierarchies). You can
parameters. now use 3D Noise or any other shader in a
Fusion or other parent shader in the bump
channel and it should bump properly. Texture
trees have been much improved over the 2.0
implementation. Now things are possible that
were not before.
2. Texture Trees now animate correctly in the
timeline of C4D with parents and children all
being completely keyframable. So for example
you could animate the parameters of a Fusion
that contains an animated Gradient and an
animated 3D Noise.
3. All channel shaders should now work in the
displacement channel including Proximal or any
other shader in a texture tree.
4. Stick Texture is seamlessly supported. There is
no longer a Stick Matrix tag or a need for one.
Also there is no longer a need for UVW
projection in the volume shaders and as such it
has been removed.
5. The bhodiNUT color gradients have new key
commands for duplication and editing. See
chapter Common User Interface Elements for
details.
SLA-Shader 5

Known Issues with SLA 2.5


6. Lumas has been reworked to include 3 Placing semi-opaque channel shaders over
specular highlights complete with Anisotropy. volume shaders causes an artifact in rendering.
See chapter Lumas for details. We are not sure of what is causing this problem.
7. Bump mapping quality has been much We are reviewing this problem to see how it
improved. Now the shaders dynamically alter may be resolved.
the sample width to a value appropriate for the When using extreme bump amplitudes in the
algorithm and scale to avoid anomalies and volume shaders artifacts may seem to appear (
quantization errors. looking like highly amplified illuminance from
8. Shaders and shader hierarchies now support the backside of the surface ).
Save Project in C4D so that channel hierarchies It seems that soft shadows on translucent
and the images included in their texture groups objects ( backlighting ) can be problematic
are included for use with C4D net or project causing artifacts that form the shape of the
collection. polygon. A solution here is to use hard shadows.
9. Shaders and shader hierarchies are now fully Banzi: A combination of grain scale (<100%),
compatible with copy/paste of texture groups. grain intensity (>100%) and attenuation (>0)
10. Proximal now uses all objects of the selected can cause render problems.
name and not just the first one found.
11. All shaders fully support the new rendering
options of CINEMA 4D XL R7 (e.g. Radiosity
and Caustics).
12. Proximal now also works with the points of
a polygon object, instead of only with the object
axis.
13. 3D Noise has new options to make the
Noise move.
6 SLA-Shader

Common User Interface


Elements
There are a few elements that are commonly Title Bar
used among all or several of the shaders in this
package that are otherwise not found in the The title bar is not only for good looks.
CINEMA 4D interface that you need to be
aware of to use the shaders to their full
potential.
If you click on the title bar the about screen will
Shader Previews come up. You get some interesting info about
All shaders have a preview in the editing dialog the shader and those that were of help to us.
that updates as you change the parameters to Also you can access this documentation by
give you feedback about the changes you are clicking on the help button.
making to how the shader will render. Below is
an image of a standard shader preview group.
Color Gradients
Several of the shaders in SLA make use of a
color gradient. All of the color gradients look
and behave in the same way and have the same
options. Below is a picture of an SLA color
gradient.

The color gradient at the bottom is similiar to


gradients in other applications that you have
You should see a group like this in every Smells probably seen before. The knots or handles on
Like Almonds 2.0 shader. The image is a the bottom of the gradient are used to set the
representation of what the shader will look like color and position of colors in the gradient. To
when it renders. The checkbox turns on and off add a knot just click in an empty area below the
anti-aliasing of the preview. If you are editing a gradient and a knot of the color at that position
complex shader or are on a slower computer will be added. To remove a knot just click on it
you may want to turn off anti-aliasing to get a and drag it away from the gradient. To change
faster preview. The combo box allows you to the color of a knot double click on it and the
choose from several different preview types color chooser dialog will come up. The handles
including 2D previews for the channel shaders, on the top of the gradient are bias handles and
Sphere, Cube, Cylinder, Plane and a Torus. they pull the interpolation of the color knots
from side to side for more control over how the
gradient changes.
SLA-Shader 7

Command Keys: Smooth: Uses a SmoothStep function to weight


an interpolation between the knot to the left of
Mac / Windows: the sample point and the knot to the right of
Command / Control - I: Inverts the order of the sample point. It uses the bias handles to
the color knots. offset the interpolated value.
Command / Control - Arrow: Changes the Linear: Uses a BoxStep function to weight an
currently selected knot or bias handle to the interpolation between the knot to the left of the
nearest one in the direction pressed. sample point and the knot to the right of the
Shift - Left or Right Arrow: Moves the selected sample point. It uses the bias handles to offset
knot or bias handle in the left or right the interpolated value.
direction. None: Uses the color of the knot to the left of
Command / Control - D: Doubles the current the sample point.
gradient by duplicating it and shrinking it to Position: Tthe position of the currently selected
half and making another copy directly knot or bias handle on the gradient. You can
adjacent. type a value in the edit text field or drag the up/
Option / Alt - Mouse Drag: Duplicates the down arrows at the right to move the currently
currently selected knot or bias handle under selected knot or bias handle.
the mouse cursor.
The other two paramters that apply to the
gradient are Interpolation and Position.
Interpolation: Is the interpolation type of the
gradient knots.
Cubic Knot: Interpolates the knots with a
CatMull - Rom interpolation while using the bias
handles to offset the interpolated value ( Good
for several knots ).
Cubic Bias: Uses a Bezier interpolation
algorithm to interpolate between the knot
previous to the sample point, a weighted bias to
the left, a weighted bias to the right, and the
knot to the right of the sample position ( Good
for few knots and accurate control ).
8 SLA-Shader

Channel Shaders
bhodiNUT 2D Noise

Usage Detail Attenuation: Used for anti-aliasing. For


2D Noise is a channel shader that produces 30 most applications it should be left at 100%. If
types of noise for use in your texturing. you are animating and are getting a lot of
texture flicker then try setting this higher. If
you are rendering a still and want crisp detail
then set it lower.
Octaves: Octaves of detail in the noise.
Delta: Delta is a scaling factor to use in sampling
the noise for evaluating slope to be used in the
bump channel. This allows you to get very sharp
bump with minute detail that is not possible
with the standard bump delta.
Color 1: Color of the noise at value zero.
Color 2: Color of the noise at value 100%.
Absolute: On causes the absolute value of the
noise causing it to fold about its midpoint.
Cycles: Number of cycles the noise makes
between zero and one.
Low Clip: Low Clip controls the bottom clipping
value of the noise. Any value less low clip will be
clipped to zero.
High Clip: High Clip controls the top clipping
Parameters value of the noise. Any value greater than high
Animate Preview: Turns on and off animation of clip will be clipped to 100%.
the preview noise in the dialog. Brightness: Brightness controls the overall
Scale: Global, U and V scales scale the size of brightness or value of the noise. Values greater
the noise. than zero increase brightness and values less
than zero decrease brightness.
Type: Choose from 30 noise types in the noise
type combo box. Later in this chapter you will Contrast: Contrast controls the overall contrast
find pictures of each noise type. or range of the noise. Values greater than zero
increase contrast of the noise and values less
Animation Speed: Rate at which the noise than zero decrease contrast.
animates in cycles per second.
SLA-Shader 9

bhodiNUT 3D Noise

Usage Scale: Global, X, Yand Z scales change the size


of the noise.
3D Noise is a special kind of channel shader. Just
like 2D Noise it produces 30 types of noise, Type: Choose from 30 noise types in the noise
however the noise is calculated in 3D space type combo box (Later in this chapter you will
instead of UV. The advantage of this is that you find pictures of each noise type).
don't have to worry about mapping or seams in Octaves: Octaves of detail in the noise.
the texture.
Animation Speed: Rate at which the noise
animates in cycles per second.
Detail Attenuation: Used for anti-aliasing. For
most applications it should be left at 100%. If
you are animating and are getting a lot of
texture flicker then try setting this higher. If
you are rendering a still and want crisp detail
then set it lower.
Space: What space to calculate the noise in.
- Texture: The Noise is calculated in object space
and remains the same regardless of object
position or orientation and takes into account
the projection modifications of the Texture
Tag.
- World: The Noise is calculated in world
coordinates and is not affected by the objects
orientation or position. This allows the object
being shaded to move through the Noise.
- Object: The Noise is calculated in object space
Parameters and remains the same regardless of object
Animate Preview: Turns on and off animation of position or orientation but does not use the
the preview noise in the dialog. attributes of the Texture Tag.
Use as environment: Causes the noise to be - Camera: The Noise is calculated in the space of
calculated as if it were an environment around the camera and will stay oriented relative to
the object being reflected. the camera. The object can move through the
Noise and camera moves will also affect the
Project Environment: Causes the 3D Noise
Noise.
environment to be calculated based on a UV
environment projection.
10 SLA-Shader

- Screen: The Noise is calculated in the space of Brightness: Brightness controls the overall
the screen including z depth. The object can brightness or value of the noise. Values greater
move through the Noise and camera moves than zero increase brightness and values less
will also affect the Noise. than zero decrease brightness.
- Raster: The Noise is calculated in the space Contrast: Contrast controls the overall contrast
screen pixels and has no depth information so or range of the noise. Values greater than zero
no matter how far the object gets away the increase contrast of the noise and values less
texture is calculated the same. The object can than zero decrease contrast.
move through the Noise and camera moves
will also affect the Noise.
Hard Bump: If activated when the noise is in the
bump channel a different algorithm is used for
calculating the bump slope that results in a
harder bump result.
Delta: Delta is a scaling factor to use in sampling
the noise for evaluating slope to be used in the
bump channel. This allows you to get very sharp
bump with minute detail that is not possible
with the standard bump delta.
Movement: Allows the Noise to constantly
move through 3D space based upon the vector
created by X, Y, and Z. The X, Y, and Z
parameters define the translation to be applied
to the noise per second. The Speed parameter
is multiplied to the movement vector to allow
the user to alter the speed of translation with
minimal effort. This allows for things such as
water and fire effects.
Color 1: Color of the noise at value zero.
Color 2: Color of the noise at value 100%.
Absolute: On causes the absolute value of the
noise causing it to fold about its midpoint.
Cycles: Number of cycles the noise makes
between zero and one.
Low Clip: Low Clip controls the bottom clipping
value of the noise. Any value less low clip will be
clipped to zero.
High Clip: High Clip controls the top clipping
value of the noise. Any value greater than high
clip will be clipped to 100%.
SLA-Shader 11

Noise Types
The 2D and 3D noise shaders offer 30 types of noise:

Blistered Turbulence Box Noise Buya Cell Noise Cell Voroni

Cranal Dents Displaced Turbulence Displaced Vornoi FBM

Hama Luka Mod Noise Naki Noise

Nutous Ober Pezo Poxo Random

Sema Sparse Convolution Stupl Turbulence VL Noise

Voronoi 1 Voronoi 2 Voronoi 3 Wavy Turbulence Zada


12 SLA-Shader

bhodiNUT Banj

Usage
Banj allows you to gather illumination from the
back face of an object. This gives the ability to
create transluscency effects with backlighting
such as ricepaper or a thin leaf lit from the
oposite side complete with shadowing. The
most likely place to use Banj is in the Luminance
channel so you can have backlighting and the
normal color channel can be used for front face
illumination.
SLA-Shader 13

bhodiNUT Brightness Contrast


Parameters Usage
Color: This is the diffuse color of the backlit The Brightness Contrast shader is really a filter
surface. that is used to adjust another shader or image. It
Algorithm: This is the illumination algorithm to allows you to adjust the brightness and contrast
be used. Internal is the C4D internal illumination of the texture in a similar way to many photo
model, Oren Nayer is an alternative illumination editing applications and also adds clipping of the
model that is meant to look more like a rough value.
surface.
Illumination: Maximum illumination intensity.
Roughness: Only applies to the Oren Nayer
illumination algorithm. The higher the value the
rougher the surface appears.
Shadow Intensity: The opacity of the shadow.
At 0 there is no shadow and at 100% the
shadow is full opacity with no illumination.
Contrast: Contrast applied to the illumination to
make it break sharper or falloff more smoothly.

Parameters
Brightness: Brightness controls the overall
brightness or value of the image. Values greater
than zero increase brightness and values less
than zero decrease brightness. A value of -
100% is totally black and 100% is totally white.
Contrast: Contrast controls the overall contrast
or range of the image. Values greater than zero
increase contrast of the image and values less
than zero decrease contrast. A value of -100%
is totally neutral grey with no contrast and
100% is fully contrasted between full saturation
and no saturation.
14 SLA-Shader

bhodiNUT Colorizer
Low Clip: Low Clip controls the bottom clipping Usage
value of the image. Any color less in saturation
Colorizer takes the value of an input channel
than low clip will be clipped to zero saturation.
and remaps it based on a color spline. This is
High Clip: High Clip controls the top clipping very useful for colorizing shaders such as noise.
value of the image. Any color greater in
saturation than high clip will be clipped to
100% saturation.
Texture Group: The texture group at the bottom
of the dialog is a standard CINEMA 4D texture
channel. This is the source image/shader to
affect with the Brightness Contrast filter. You
can bring in and affect any image or 2D shader
available to CINEMA 4D. For more information
on texture groups please consult the reference
materials that came with CINEMA 4D.

Parameters
Texture: The texture group at the top of the
dialog is a standard CINEMA 4D texture
channel. This is the source image/shader to
remap with the colorizer gradient. You can bring
in and affect any image or 2D shader available
to CINEMA 4D. For more information on
texture groups please consult the reference
materials that came with CINEMA 4D.
Input: Aspect of the input texture to remap. You
can remap input Luminance, Hue, Saturation,
Lightness, Red, Green or Blue channels of the
source.
Interpolation: Is the interpolation type of the
gradient knots.
- Cubic Knot: Interpolates the knots with a
CatMull - Rom interpolation while using the
bias handles to offset the interpolated value (
Good for several knots ).
SLA-Shader 15

bhodiNUT Distorter
- Cubic Bias: Uses a Bezier interpolation Usage
algorithm to interpolate between the knot
Distorter takes the value of an input channel
previous to the sample point, a weighted bias
and distorts it using the value from another
to the left, a weighted bias to the right, and
texture channel.
the knot to the right of the sample position (
Good for few knots and accurate control ).
- Smooth: Uses a SmoothStep function to
weight an interpolation between the knot to
the left of the sample point and the knot to
the right of the sample point. It uses the bias
handles to offset the interpolated value.
- Linear: Uses a BoxStep function to weight an
interpolation between the knot to the left of
the sample point and the knot to the right of
the sample point. It uses the bias handles to
offset the interpolated value.
- None: Uses the color of the knot to the left of
the sample point.
Position: if the position of the currently selected
knot or bias handle on the gradient. You can
type a value in the edit text field or drag the up/
down arrows at the right.

Parameters
Type: Distortion algorithm to be used.
- Directional: The value of the distortion
channel is added to the sample coordinate of
the texture.
- Bi-Directional: The value of the distortion
channel is added to the sample coordinate of
the texture if the value is between 50-100%
and is subtracted if the value is between 0-
50%.
16 SLA-Shader

bhodiNUT Falloff
- Flow Field: The distortion value is determined Usage
by evaluating the flow direction of the
Falloff calculates the falloff between a custom
distortion texture and then the flow direction
vector and the surface normal. When the vector
vector is used to offset the sample coordinate
is the same as the surface normal the value is 1
of the texture.
and when it points completely away the value is
Wrap: If enabled then distorted coordinates 0. Fallof then remaps the value using a color
greater than 1 or less than 0 are wrapped gradient.
around to the other side. For example 1.1 would
become 0.1. I f not enabled then values are
clamped between 0 and 1 and the edge of the
texture is just repeated.
Amount: Global distortion amount. 100%
means that distortion values go from 0 to 1in
UV and 0 to 10 in 3D.
X: Distortion amount in U for 2D and X for 3D.
Y: Distortion amount in V for 2D and Y for 3D.
Z: Distortion amount in Z for 3D.
Delta: Delta is a scaling factor to use in sampling
the texture for evaluating slope to be used in Parameters
the bump channel. This allows you to get very Vector: The vector to falloff from in 3D space.
sharp bump with minute detail that is not
possible with the standard bump delta. Space: The space to calculate the falloff in.

Step: Relative step size to be used in evaluating - Object: The vector is specified in object
the flow direction in Flow Field distortion type. coordinates and the falloff is affected by the
objects orientation. In this way the falloff sticks
Texture: The texture group on top is a standard to the object as it changes rotations.
Cinema 4D texture channel. This is the source
image/shader to distort with the Distorter - World: The vector is specified in world
texture group. You can bring in and affect any coordinates and is not affected by the objects
image or 2D shader available to CINEMA 4D. orientation. This is the most common setting
For more information on texture groups please as it allows the object to move and have the
consult the reference materials that came with falloff stay oriented in a consistent direction.
CINEMA 4D. - Camera: The vector is specified in coordinates
Distorter: The texture group at the bottom of relative to the orientation of the camera. In
the dialog is used to distort the texture in the this way, up in the camera view for example is
top group. The value of the distorter image/ always up regardless of camera or object
shader is used in the distortion algorithm to orientation.
offset the sampling of the texture.
SLA-Shader 17

bhodiNUT Fresnel
Use Bump: If enabled the bump normal is used Usage
to calculate the falloff. If off then the bump
The Fresnel shader is used in any of the
normal is ignored.
channels of a material. It has no effect upon the
Interpolation: Is the interpolation type of the bump channel or the displacement channel
gradient knots. unless utilized as a secondary channel within
- Cubic Knot: Interpolates the knots with a bhodiNUT FUSION or something similiar. The
CatMull - Rom interpolation while using the shader calculates the falloff of the surface
bias handles to offset the interpolated value ( normal in world space from the incoming
Good for several knots ). surface ray which is also in world space. Then it
utilizes the parameters of the shader to
- Cubic Bias: Uses a Bezier interpolation attenuate the output.
algorithm to interpolate between the knot
previous to the sample point, a weighted bias
to the left, a weighted bias to the right, and
the knot to the right of the sample position (
Good for few knots and accurate control ).
- Smooth: Uses a SmoothStep function to
weight an interpolation between the knot to
the left of the sample point and the knot to
the right of the sample point. It uses the bias
handles to offset the interpolated value.
- Linear: Uses a BoxStep function to weight an
interpolation between the knot to the left of
the sample point and the knot to the right of
Parameters
the sample point. It uses the bias handles to
offset the interpolated value. The gradient is a standard implementation of a
color gradient. To change the color of a knot
- None: Uses the color of the knot to the left of double click it. To invert the order of knots use
the sample point. command-I on the Macintosh and control-I on
Position: if the position of the currently selected the PC. To remove a knot drag it off the
knot or bias handle on the gradient. You can gradient. You are currently limited to fifty knots.
type a value in the edit text field or drag the up/ Use Bump: Dictates whether the output of the
down arrows at the right. bump channel will be used in the calculation of
the falloff.
18 SLA-Shader

Render: This is a fairly complicated parameter. - Linear: Uses a BoxStep function to weight an
- Front Only: Calculates the falloff for the front interpolation between the knot to the left of
of the object and then sets the back of the the sample point and the knot to the right of
object to black if it can be seen. the sample point. It uses the bias handles to
offset the interpolated value.
- Front Only - Trans: Calculates the falloff for
the front of the object and then sets the back - None: Uses the color of the knot to the left of
of the object to white if it can be seen ( Good the sample point.
for use in the transparency channel ). For FRESNEL you can now change the preview
- Back Only: Calculates the falloff for the back type and turn on and off anti-aliasing for the
of the object and then sets the front of the rendered previews using the combo box and the
object to black if it can be seen. checkbox under the preview.

- Back Only - Trans: Calculates the falloff for


the back of the object and then sets the front
of the object to white if it can be seen.
- Front & Back: Calculates the falloff for all
surfaces intercepted.
Interpolation: Is the interpolation type of the
knots.
Position: if the position of the currently selected
knot or bias handle. You can type a value in the
edit text field or drag the up/down arrows at
the right.
- Cubic Knot: Interpolates the knots with a
CatMull - Rom interpolation while using the
bias handles to offset the interpolated value (
Good for several knots ).
- Cubic Bias: Uses a Bezier interpolation
algorithm to interpolate between the knot
previous to the sample point, a weighted bias
to the left, a weighted bias to the right, and
the knot to the right of the sample position (
Good for few knots and accurate control ).
- Smooth: Uses a SmoothStep function to
weight an interpolation between the knot to
the left of the sample point and the knot to
the right of the sample point. It uses the bias
handles to offset the interpolated value.
SLA-Shader 19

bhodiNUT Fusion

Usage Base Channel: The texture group at the bottom


of the dialog is the bottom layer in the fusing.
Fusion allows you to combine two textures with
The Blend channel is combined with the base
a mask using the blending modes standard in
channel at the opacity set in blend and modified
photo editing applications as if they were layers.
by the mask channel.
Using blend you can set the opacity of the blend
channel to mix with the base channel and also Mode: The blend mode that it used to combine
modify the mixing with the mask channel. Blend channel with the Base channel.
- Normal: Normal blending, the Blend channel is
just mixed with the Base channel.
- Multiply: The value of the Blend channel and
Base channel are multiplied together.
- Screen: Lightens the Base channel by
mulitplying the inverse of the Blend and Base
colors. The result is a color that is the same or
a lightened version of the Base color.
- Overlay: If the Base channels's color value is
less than half of the maximum value, the
Multiply blend mode is used. If the color value
is greater than or equal to half, the Screen
blend mode is used. This shows patterns or
colors of the Blend channel while preserving
the shadows and highlights of the Base
Parameters channel.
Blend Channel: The texture group at the top of - Hard Light: If the Blend channel's color value
the dialog is a standard CINEMA 4D texture is less than half of the maximum value, the
channel. You can bring in and affect any image Multiply blend mode is used. If the Blend
or 2D shader available to CINEMA 4D. This channel's color value is greater than or equal
channel is the top layer in the fusing. For more to half, the Screen blend mode is used. This
information on texture groups please consult the mode is generally used to add highlights or
reference materials that came with CINEMA 4D. shadows.
Mask Channel: The texture group in the middle - Soft Light: If the Blend channel's color value is
of the dialog is used as a mask when combining less than half the maximum value, the Burn
the blend channel with the base channel. blend mode is used. If the Blend channel's
color value is greater than the or equal to half,
the Dodge Blend mode is used. This mode is
generally used to add soft highlights or
shadows.
20 SLA-Shader

- Dodge: The lightness values of the colors in Blend: The opacity level of the Blend channel to
the Blend channel lighten the colors of the be applied to the Base channel.
Base channel, lightening the image. Light Use Mask: Enables the Mask Channel.
colours produce the most lightening effect and
black has no effect. Invert Mask: If enabled the Mask Channel value
is inversed so that black becomes white and
- Burn: The lightness values of the colors of the vice-versa.
Blend channel reduce the lightness of the Base
channel darkening the image.
- Darken: Only values of the Blend channel that
are darker than the Base channel are mixed.
- Lighten: Only values of the Blend channel that
are lighter than the Base channel are mixed.
- Add: The Blend channel is added to the Base
channel.
- Subtract: The Blend Channel is subtracted from
the Base channel.
- Difference: Subtracts the Blend channel's color
from the color of the Base channel, depending
on which is lighter.
- Exclusion: Similar to Difference mode, but the
effect is softer. This mode is the equivalent of
Screen - Multiply.
- Hue: The hue of the Blend channel is applied
to the Base channel.
- Saturation: The saturation of the Blend
channel is applied to the Base channel.
- Color: The hue and saturation of the Blend
channel is applied to the Base channel.
- Luminance: The luminance of the Blend
channel is applied to the Base channel.
- Levr: The value of the Blend channel is used to
apply contrast to the Base channel and is
affected by the Blend amount.
SLA-Shader 21

bhodiNUT Gradient

Usage: - Cylindrical: 3D gradient cylindrically around


the vector defined by start and end point of
Gradient allows you to create gradients of many
radius.
different types in both 2D and 3D space.
- Spherical: 3D gradient spherically around the
start point of radius.
Cycle: If turned on this causes a 3D gradient to
cycle it's gradient after it passes the end or
exceeds the radius.
Start: For 3D gradients this defines the start
point of the gradient. For cylindrical this is the
start of the center vector.
End: For 3D gradients this defines the end point
of the gradient. For cylindrical this is the end of
the center vector.
Radius: For 3D gradients sperical and cylindrical
this is the radius of the gradient from the center.
Parameters: Space: For 3D gradients this defines space that
the gradient is calculated in
Type: Type of gradient to be created.
- Texture: The gradient is calculated in object
- U: 2D gradient in U from zero to one.
space and remains the same regardless of
- V: 2D gradient in V from zero to one. object position or orientation and takes into
- Diagonal: 2D gradient diagonally in UV. account the projection modifications of the
Texture Tag.
- Radial: 2D gradient radially arount the 0.5, 0.5
in UV. - Object: The gradient is calculated in object
space and remains the same regardless of
- Circular: 2D circular gradient from the center object position or orientation but does not use
out. the attributes of the Texture Tag.
- Box: 2D gradient linearly from the center to - World: The gradient is calculated in world
each edge in U and V. coordinates and is not affected by the objects
- Star: 2D gradient linearly from the corners in in orientation or position. This allows the object
UV. being shaded to move through the gradient.
- Four Corner: 2D gradient where the first 4 - Camera: The gradient is calculated in the space
gradient knot colors are used as the colors at of the camera and will stay oriented relative to
the UV corners. the camera. The object can move through the
gradient and camera moves will also affect the
- Linear: 3D gradient linearly from start point to
gradient.
end point.
22 SLA-Shader

bhodiNUT Hue
- Screen: The gradient is calculated in the space Usage:
of the screen including z depth. The object can
The Hue shader is really a filter that is used to
move through the gradient and camera moves
adjust another shader or image. It allows you to
will also affect the gradient.
adjust the Hue, Saturation and Lightness of the
- Raster: The gradient is calculated in the space texture in a similar way to many photo editing
screen pixels and has no depth information so applications.
no matter how far the object gets away the
texture is calculated the same. The object can
move through the gradient and camera moves
will also affect the gradient.
Interpolation: Is the interpolation type of the
gradient knots.
- Cubic Knot: Interpolates the knots with a
CatMull - Rom interpolation while using the
bias handles to offset the interpolated value (
Good for several knots ).
- Cubic Bias: Uses a Bezier interpolation
algorithm to interpolate between the knot
previous to the sample point, a weighted bias
to the left, a weighted bias to the right, and
the knot to the right of the sample position (
Good for few knots and accurate control ).
- Smooth: Uses a SmoothStep function to Parameters:
weight an interpolation between the knot to
Hue: Adusts the hue angle of the texture around
the left of the sample point and the knot to
the color wheel.
the right of the sample point. It uses the bias
handles to offset the interpolated value. Saturation: Adjusts the overal saturation of the
colors in the texture.
- Linear: Uses a BoxStep function to weight an
interpolation between the knot to the left of Lightess: Adjusts the lightness of the texture.
the sample point and the knot to the right of Colorize: If enabled the image is turned to
the sample point. It uses the bias handles to greyscale and colorized based off of the hue angle.
offset the interpolated value.
Texture: The texture group at the bottom of the
- None: Uses the color of the knot to the left of dialog is a standard CINEMA 4D texture
the sample point. channel. This is the source image/shader to
Position: if the position of the currently selected affect with the Hue filter. You can bring in and
knot or bias handle on the gradient. You can affect any image or 2D shader available to
type a value in the edit text field or drag the up/ CINEMA 4D. For more information on texture
down arrows at the right. groups please consult the reference materials
that came with CINEMA 4D.
SLA-Shader 23

bhodiNUT Lumas

Usage: bump up the illumination about 10% to 20%


because it renders darker usually. Appropriate
Lumas is an illumination shader. You can use it
values are between 0% to 200%.
in the Luminance channel to replace the C4D
illumination as it adds the Oren Nayer model for Roughness: Dictates how rough the 'Oren-
rough surfaces. It is also useful in combination Nayar' illumination model will be. Zero is no
with Fusion and other channel shaders or roughness while one hundred percent or greater
images. In version 2.5 of SLA Lumas has been is very rough. Experimentation is required to
greatly expanded and now includes 3 specular fully understand this parameter. This option is
highlights with anisotropic scratches. only available if 'Oren-Nayar' is selected in the
'Algorithm' combobox.
Diffuse
Contrast: Provides contrast for the result of the
diffuse sample color. Zero causes no effect,
0.0% - 100% causes standard contrast, above
100% casues an wrap contrast ( the values that
go above one hundred percent wrap around to
0% again, utilized to create the Candy materials
), negative values provide an inverse contrast
that simulates materials that seem luminescent
such as Silver. Appropriate values are -500% to
500%.

Specular 1, Specular 2 and Specular 3


Diffuse Color: Sets the base diffuse color of the
surface.
Algorithm: Specifies which illumination model
Lumas will use. The combobox provides for two
choices including 'Internal' which is the standard
Lambertian model and the 'Oren-Nayar' model
which provides for a roughness variable allowing
the user to go from simple surfaces ( 0
'Roughness', identical to Lambertian ), to
complex rough surface (1+ 'Roughness' which
provides a surface like linen or dirt ).
The three specular hightlights controlled in the
Illumination: Scales the 'Diffuse Color' to
Specular groups are additive to the color of the
produce attenuation in the illumination of the
surface. All three Specular groups share the
surface (this simply means it makes the color
same parameter set described below.
darker when the value is close to zero and
brighter when the value is closer to one hundred Specular Color: Sets the base specular color for
percent or above). If you are utilzing the 'Oren- the first specular component.
Nayar' illumination algorithm you may want to
24 SLA-Shader

Intensity: Scales the 'Specular Color' to produce Anisotrophy


attenuation in the specular reflection of the
surface ( this simply means it makes the color
darker when the value is close to zero and
brighter when the value is closer to one hundred
percent or above ). Appropriate value range is
0% - 1000%.
Glare: Works with Specular Intensity by using
the edge falloff ( multiplied by the 'Falloff' scalar
to change the intensity of the specular
reflection. This can be used to add a glare to the
surface when a light is reflecting more on an
edge or specilar effects to reduce the specular Projection: The type of projection utilized to
reflection when a light casues a reflection closer define the anamorphic ( disproportional ) scaling
to the edge. Appropriate values run between of the specular highlights. It can also defines
0% - 200%. thes scratch direction to be used with the
reflection and environment convolution groups.
Size: Sets the size of the specular reflection.
The projections are transformed by the
Appropriate value range for size is 0.001% -
TextureTag used to apply them to an object.
200%.
- Planar: a flat XY planar projection.
Falloff: Utilized to vary the falloff of the center
of the object to the edge to effect the 'Glare' - AutoPlanar: Automatically projects on a plane
intensity. Smaller values cause the specular parallel to the current normal.
reflection to reflect the 'Intensity' value more - ShrinkWrap: A spherical projection for scaling
while larger values make the surface use the direction, but uses a separate algorithm for
'Glare' scalar more. Experimentation is required projecting the scratches.
to fully understand this parameter.
- Radial: Creates a radial scratch pattern
Contrast: Provides contrast for the result of the originating at the center of a plane that is
specular sample color. Implements a standard parallel to current normal.
contrast function. Appropriate values are 0% -
100%. - Radial Pattern: Creates a multi-origin radial
scratch pattern that is parallel to current
normal.
Experimentation is absolutely required to
understand these parameters.
Projection Scale: Scales the scratch algorithms
that have an actual pattern ( Radial Pattern is
the only current algorithm of this type to which
scale applies ).
SLA-Shader 25

bhodiNUT Posterizer
X Roughness: Scales the specular highlights in
the X direction defined by the 'Scratch Usage
Projection' algorithm. Appropriate value range is The Posterizer shader is really a filter that is used
0.1% to 10000%. If the X & Y roughness are to adjust another shader or image. It allows you
the same the standard internal specular to adjust the number of levels per color channel
algorithm is used. of the texture for posterization effects.
Y Roughness: Scales the specular highlights in
the Y direction defined by the 'Scratch
Projection' algorithm. Appropriate value range is
0.1% to 10000%. If the X & Y roughness are
the same the standard internal specular
algorithm is used.
Affect Channel: These check boxes specify
which specular channels will be effected by the
anisotropic algorithm.
Amplitude: Scales the effect of the scratch of
the specular highlights. The higher the value the
more scratched the speculars will look.
Appropriate value range is 0% - 100%.
Scale: Scales the scratch pattern itself. This
applies to all scratch algorithms.
Length: Defines the scratch length in the space
of the scratch pattern. Smoother milled surfaces Parameters
would use a higher scratch length and rougher Levels: Number of levels of color between zero
surfaces would use smaller values. Appropriate and maximum intensity.
value range is 1% - 1000%. Filter Width: Adjusts the softness of the
Attenuation: Scales the amount of detail of the posterization by widening and smoothing the
scratches based upon the samples angle to the edges between levels.
camera and the distance from the camera. The Texture Group: The texture group at the bottom
larger the values the greater the attenuation of the dialog is a standard CINEMA 4D texture
causing less scratching ( better for animation ), channel. This is the source image/shader to
the smaller the value the greater the detail ( affect with the Posterizer filter. You can bring in
better for still images ). Appropriate value range and affect any image or 2D shader available to
is 0% - 10000%. CINEMA 4D. For more information on texture
Affect Channel: These check boxes specify groups please consult the reference materials
which specular channels will be effected by the that came with CINEMA 4D.
anisotropic scratches.
26 SLA-Shader

bhodiNUT Projector

Usage Texture Transformation Group: This group


Projector allows you to alter the projection of a contains the settings of the texture projection.
shader or image. This is useful for having This should look very familiar as it is basically
different mappings in separate channels of a the same as the projection options available in
material especially when used in conjunction CINEMA 4D's texture tags.
with other shaders such as NUKEI or Fusion. Projection: The projection type to use. The
following list are the types available to choose
and are functionally the same as CINEMA 4D's
internal projections of the same name.
Spherical
Cylindrical
Flat
Cubic
Frontal
Shrinkwrap
Offset: Offset of the 2D texture in UV.
Position: Offset of the 3D texture space.
Length: Scaling of the 2D texture in UV.
Size: Scaling of the 3D texture space.
Tiles: Tiling of the 2D texture in UV.
Rotation: Orientation of the 3D texture space.
Tile: If enabled the 2D texture will tile in UV the
number of times specified in the Tiles parameter.
Parameters
Seamless: If tiling is enabled then enabling
Texture Group: The texture group at the top of
seamless causes the tiles to be mirrored so that
the dialog is a standard CINEMA 4D texture
they tile seamlessly.
channel. This is the source image/shader to to
be projected. You can bring in and project any Copy Tag: Pressing the Copy Tag button causes
image or 2D shader available to CINEMA 4D. the settings of the currently selected Texture Tag
For more information on texture groups please in the object manager to be copied into
consult the reference materials that came with Projectors parameters. This makes it easier for
CINEMA 4D. you to create a projection using Real Time
Texture Mapping and then just copy it in to use
in projector.
SLA-Shader 27

bhodiNUT Proximal

Usage Include Subobjects: If enabled the children of


Proximal allows you to select an object in the the found object will be included in the proximal
scene and the shader will calculate the calculations.
luminance based on how close that object's axis Use Vertices: Allows the user to specifiy that the
(or each single point - see below) is to the sampling points for the Proximal shader to use
surface of the object being shaded. are defined by the vertices of the named
polygon object. This allows for effects such as
one object passing through another object. The
object must be a polygon object.
Polygon Radius: Is similiar to Use Vertices
except it uses the center of each polygon and
makes the maximum distance ( End Distance at
100% ) the radius of the polygon. This helps
with the problem of vertices being spread
uneven and gaps happening when an object
passes through another.
Function: Falloff function to be used to calculate
the Proximal intensity.
- Linear: Intensity is 100% of the Intensity
value at Start Distance, 0% at End Distance
and falls off linearly in between.
Parameters - Square: Intensity is 100% of the Intensity
Search: Type the name of the object in the value at Start Distance, 0% at End Distance
object manager you want to Proximal to find. and falls off distance squared in between.
Proximal will use all objects with the chose name - Cubic: Intensity is 100% of the Intensity
in the current document. value at Start Distance, 0% at End Distance
Object: Name of the object that will be used to and falls off distance cubed in between.
calculate Proximal. - Step: Intensity is 100% of the Intensity value
Exclude Parent Object: If Include Subobjects is between Start Distance at End Distance and
enabled and Exclude Parent is checked then the 0% everywhere else.
parent object is disregarded in the Proximal - Inverse: Intensity is 100% of the Intensity
calculations. value at Start Distance and falls off as the
inverse of distance and is clamped to 0% at
End Distance.
28 SLA-Shader

bhodiNUT Tiles
- Inverse Square: Intensity is 100% of the Usage
Intensity value at Start Distance and falls off as
Tiles is a channel shader used to generate tiles
the inverse of distance squared and is clamped
and patterns.
to 0% at End Distance.
- Inverse Cubic: Intensity is 100% of the
Intensity value at Start Distance and falls off as
the inverse of distance cubed and is clamped
to 0% at End Distance.
- Soft: This gives a better smoother falloff
when using Proximal for bump mapping or
displacement.
Start Distance: The distance at which the object
causes 100% luminance.
End Distance: The distance at which the object
no longer affects the surface luminance. A value
of 100% means 100m. However, when using
Polygon Radius the percentage value is the
same as the polygon radius, which of course can
be different for each polygon.
Blend Mode: Allows for different possibilities
when blending each sampled point together. For
instance the Add type of blend makes very
blown out values, necessitating the user to
tweak the values to achieve a good result. The
modes Lighten, Screen, Difference, and
Exclusion increase the ease of achieving the
desired effect. The Screen blend type is in most
cases the best choise, as it yields very
aesthetically pleasing results. Parameters
Intensity: Maximum intensity that each object / Grout Color: Color between the tiles.
particle adds.
Tile Color 1: First color to be used for tiles.
Tile Color 2: Second color to be used for tiles.
Tile Color 3: Third color to be used for tiles.
Pattern: This is the pattern type. (Later in this
chapter you will find pictures of each pattern
type)
SLA-Shader 29

Grout Width: Grout width as a percentage of Global Scale: Scaling of the tile pattern.
the tile. U Scale: Scaling in the U direction.
Bevel Width: Width of the tile bevel as a V Scale: Scaling in the V direction.
percentage of the tile inside the grout.
Radial Scale: Scaling radially for the patterns
Smooth Bevel: If activated the bevel has a that are radial types of patterns such as radial
smoothstep applied, if not then the bevel is lines etc.
linear.
Delta: Delta is a scaling factor to use in sampling
Randomize Color: If activated the tile color the texture for evaluating slope to be used in
becomes a random mix of the three tile colors. the bump channel. This allows you to get very
Orientation: Orientation of the tile pattern in U sharp bump with minute detail that is not
or V. possible with the standard bump delta.

Tile shader on a plane


30 SLA-Shader

Pattern Types
The Tile shader offers 27 types of pattern:

Brick 1 Brick 2 Kreise 1 Circles 2 Circles 3

Hexagons Lines 1 Lines 2 Parquet Planks

Radial Lines 1 Radial Lines 2 Rings 1 Rings 2 Sawtooth 1

Sawtooth 2 Scales Scales 2 Spiral 1 Spiral 2

Squares Triangles 1 Triangles 2 Triangles 3 Waves 1

Waves 2 Weave
SLA-Shader 31

Volume Shaders
bhodiNUT BANJI

Usage:
BANJI was created to fill a couple different
needs in texturing. First BANJI allows the
rendering of transluscent lighting from the back
side of a surface complete with shadows. The
other main use of BANJI is the creation of good
refractive, transparent materials such as glass.
32 SLA-Shader

Diffuse
Front Surface / Volume Tabs: Banji has separate materials), negative values provide an inverse
diffuse color and illumination settings for both contrast that simulates materials that seem
the front surface and the volume of an object to luminescent such as Silver. Appropriate values
allow for tranluscency and backlighting effects. are -500% to 500%.
Diffuse Color: Sets the base diffuse color of the Volume-Tab
surface. Diffuse Illumination: Scales the 'Diffuse Color'
to produce attenuation in the illumination of the
Algorithm: Specifies which illumination model
surface (this simply means it makes the color
BANJI will use. The combobox provides for two
darker when the value is close to zero and
choices including 'Internal' which is the standard
brighter when the value is closer to one hundred
Lambertian model and the 'Oren-Nayar' model
percent or above). If you are utilzing the 'Oren-
which provides for a roughness variable allowing
Nayar' illumination algorithm you may want to
the user to go from simple surfaces ( 0%
bump up the illumination about 10% to 20%
'Roughness', identical to Lambertian ), to
because it renders darker usually. Appropriate
complex rough surface ( 100%+ 'Roughness'
values are between 0% to 200%.
which provides a surface like linen or dirt ).
Shadow Opacity: This parameter is used to scale
Illumination: Scales the 'Diffuse Color' to
the shadow opacity. Keep in mind that this
produce attenuation in the illumination of the
changes the shadow opacity for every surface
surface (this simply means it makes the color
intercepted by the ray meaning that going
darker when the value is close to zero and
through the surface twice causes the shadow to
brighter when the value is closer to one hundred
be twice as dark.
percent or above). If you are utilzing the 'Oren-
Nayar' illumination algorithm you may want to
bump up the illumination about 10% to 20%
because it renders darker usually. Appropriate
values are between 0% to 200%.
Roughness: Dictates how rough the 'Oren-
Nayar' illumination model will be. Zero is no
roughness while one hundred percent or greater
is very rough. Experimentation is required to
fully understand this parameter. This option is
only available if 'Oren-Nayar' is selected in the
'Algorithm' combobox.
Contrast: Provides contrast for the result of the
diffuse sample color. Zero causes no effect,
0.0% - 100% causes standard contrast, above
100% casues a wrap contrast ( the values that
go above one hundred percent wrap around to
0% again, utilized to create the Candy
SLA-Shader 33

Specular 1, Specular 2 and Specular 3.


Falloff: Utilized to vary the falloff of the center
of the object to the edge to effect the 'Glare'
intensity. Smaller values cause the specular
reflection to reflect the 'Intensity' value more
while larger values make the surface use the
'Glare' scalar more. Experimentation is required
to fully understand this parameter.
Contrast: Provides contrast for the result of the
specular sample color. Implements a standard
contrast function. Appropriate values are 0% -
100%.

The three specular hightlights controlled in the


Specular groups are additive to the color of the
surface. All three Specular groups share the
same parameter set described below.
Specular Color: Sets the base specular color for
the first specular component.
Intensity: Scales the 'Specular Color' to produce
attenuation in the specular reflection of the
surface ( this simply means it makes the color
darker when the value is close to zero and
brighter when the value is closer to one hundred
percent or above ). Appropriate value range is
0% - 1000%.
Glare: Works with Specular Intensity by using
the edge falloff ( multiplied by the 'Falloff' scalar
to change the intensity of the specular
reflection. This can be used to add a glare to the
surface when a light is reflecting more on an
edge or specilar effects to reduce the specular
reflection when a light casues a reflection closer
to the edge. Appropriate values run between
0% - 200%.
Size: Sets the size of the specular reflection.
Appropriate value range for size is 0.001% -
200%.
34 SLA-Shader

Transpareny Reflection

Front Opacity: The opacity of the front surface. The reflection controlled in the two reflection
A value of zero precent allows for no diffuse tabs ( Attributes and Color ) are additive to the
color or surface to show through ( unless color of the surface and adds to the opacity as
Roughness Intensity is not equal to zero ). well based on the brightness of the reflection.
Values greater than zero allow the surface color Attributes Tab
to show through ( which is the diffuse color ). Intensity: Scales the 'Reflection Color' before it
Back Opacity: Is the back surface opacity. The is mixed with the 'Edge Intensity' and
back surface works the same as the front surface 'Reflection Edge Color' result to create the final
opacity. Keep in mind that the back surface is reflection color sample that will be used to
affected by shadows also. attenuate the reflection sample taken by C4D
Edge Opacity: This causes the edges of an internally. Appropriate values are 0% - 200%.
object that point further away from the camera Edge Intensity: Scales the 'Reflection Edge
to be more opaque. Zero percent creates no Color' before it is mixed with the 'Intensity' and
effect while value greater than zero add the the 'Reflection Color' result to create the final
edge opacity. reflection color sample that will be used to
Index Of Refraction: Please refer to the attenuate the reflection sample taken by C4D
MAXON Reference Manual for information on internally. Appropriate values are 0% - 200%.
this subject. Falloff: Mixes the results of the 'Reflection
Internal Reflection: Allows refracted rays to Color' * 'Intensity' and 'Reflection Edge Color' *
reflect when appropriate. 'Edge Intensity'. Smaller values provide for more
'Reflection Color' while larger values provide
Solid Object: Makes the object a completely more 'Refelction Edge Color'. Appropriate value
dense object instead of one surface. Disallows range is 0% - 500%.
illumination, reflection, and environment to be
evaluated for the second surface intercepted of Reflection Depth Attenuation: Causes
the object. reflections to fall off based off of how many
times a ray has been reflected off of other
surfaces.
SLA-Shader 35

Environment
Color Tab

Image Tab: Utilizes a standard C4D texture


Reflection Color: Defines the base color used to group to be used for the environment sample.
attenuate the reflection sample in tandem with Please refer to C4D documentation for more
the reflection 'Intensity' parameter. Utilizes the information about texture groups and
'Falloff' parameter to mix with 'Reflection Edge environment mapping.
Color'. Attributes Tab
Reflection Edge Color: Defines the edge color
used to attenuate the reflection sample in
tandem with the reflection 'Edge Intensity'
parameter. Utilizes the 'Falloff' parameter to mix
with 'Reflection Color'.

Intensity: Scales the 'Environment Color' before


it is mixed with the 'Glare' and 'Environment
Edge Color' result to create the final
environment color sample that will be used to
attenuate the environment sample tprovided by
the 'Environment Texture' texture group.
Appropriate values are 0% - 200%.
36 SLA-Shader

Glare: Scales the 'Environment Edge Color' Environment Color Tab


before it is mixed with the 'Intensity' and
'Environment Color' result to create the final
environment color sample that will be used to
attenuate the reflection sample provided by the
'Environment Texture' texture group.
Appropriate values are 0% - 200%.
Falloff: Mixes the results of the 'Environment
Color' * 'Intensity' and 'Environment Edge
Color' * 'Glare'. Smaller values provide for more
'Environment Color' while larger values provide
more 'Environment Edge Color'. Appropriate
value range is 0% - 500%.
Environment Convolution: This group allows the
blurring of enivroments when the 'Anisotrophy' Environment Color: Defines the base color used
group is checked. It deosn't support radial to attenuate the reflection sample in tandem
convolutions because very similiar effects can be with the reflection 'Intensity' parameter. Utilizes
achieved by blurring the environment map ( it is the 'Falloff' parameter to mix with 'Environment
also much, much faster ). Edge Color'.
Utilize Anisotropic Scratches: Tells the group to Environment Edge Color: Defines the edge color
become active allowing the shader to take used to attenuate the environment sample in
multiple samples of the 'Environment Texture' tandem with the environment 'Glare' parameter.
texture group along the axis of the scratch Utilizes the 'Falloff' parameter to mix with
direction defined by the 'Anisotrophy' group 'Environment Color'.
parameters.
Blur: Defines the radius for the convolution.
Larger values equate to more blur. Appropriate
value range is 0% to 100%.
Samples: Defines how many samples will be
taken by the convolution. If you enter one no
convolution will occur. The value should be
similar to your 'Blur' radius value. Appropriate
value range is 2 - 50.
Jitter: Defines the maximum random offset per
sample of the convolution function. This rids the
blurred environment of the stepping effect
when you can see multiple images layered.
Appropriate value range is 0% - 100%.
SLA-Shader 37

Ambient Roughness

Color: Defines the base ambient color used to Used to add bump or grit to the material.
attenuate ( multiply by ) the scene ambient Roughness Tab
color provided by C4D. You must have a Function: The noise function utilized to calculate
Environment object active in your scene for this the bump and the grit. You can review the noise
to effect your surface at all. types very easily in the 2D or 3D Noise channel
Intensity: Scales the 'Ambient Color' before it is shaders to get a feel for what they are.
mixed with the 'Edge Intensity' result to create Experimentation is very necessary, they all have
the final ambient color sample that will be used a place, use them! (See Noise Types)
to attenuate the ambient sample taken by C4D Octaves: Defines the number of octaves utilized
internally. Appropriate values are 0% - 100%. by the noise function defined within the
Edge Intensity: Mixes with 'Intensity' to scale 'Function' combobox. This field will only be
the 'Ambient Color' to create the final ambient active if the noise function being used utilizes
color sample that will be used to attenuate the more octaves than one. Octaves is similiar to
ambient sample taken by C4D internally. 'Detail' in many other shaders.
Appropriate values are 0% - 100%. Scale: Scales the surface point used in the noise
Falloff: Mixes 'Intensity' and 'Edge Intensity' to evaluation.
attenuate the 'Ambient Color'. Smaller values Amplitude: Scales the amplitude of the bump
provide for more 'Intensity' while larger values algorithm. Appropriate value range is 0.0001%
provide more 'Edge Intensity'. Appropriate value to 1000%.
range is 0% - 500%.
Speed: Animation speed of the noise in
percentange of cycles per second.
Attenuation: Defines how much the noise
algorithm will reduce the detail of the noise
when the surface is far away or facing away
38 SLA-Shader

from the camera. Appropriate values are 0% for Color Tab


stills and 100% to 1000% for animation ( it is
primarily used to reduce flicker in animations ).
Hard Bump: Utilizes an implicit algorithm to
calculate the bump producing more realistic
dented surfaces. Often used when creating steel
doors with anisotropic highlights to create large
suddle dents.
Absolute: Whether or not to fold the noise
about its mid level by taking the absolute value
of it.
Delta: Delta is a scaling factor to use in sampling
the texture for evaluating slope to be used in
evaluating the bump. This allows you to get
very sharp bump with minute detail that is not Roughness Color: Sets the color used as a base
possible with the standard static bump delta. to attenuate ( multiply by ) the specular, diffuse,
reflection, environment and ambient results.
Bump Clamping: The noise is calculated in a Negative values invert the grit application.
range of 0% - 100%. These values clip that Appropriate value range is -200% - 200%,
range to provide for bumps with plateaus ( like
certain stuccos ). Roughness Intensity: Mixies between then grit
sample and Vector ( 1 ) to allow varying degrees
Low Clip: Defines the low boundary for the clip of grit ( think of it as an opacity control for grit).
( no bump under this value ).
Low Clip: If the grit value is less than or equal to
High Clip: Defines the high boundary for the this value it becomes 0 ( 'Grit Color' ).
clip ( no bump over this value ).
High Clip: If the grit value is greater than or
equal to this value it becomes 1 ( the surface
color ).
SLA-Shader 39

Anisotrophy
X Roughness: Scales the specular highlights in
the X direction defined by the 'Scratch
Projection' algorithm. Appropriate value range is
0.1% to 10000%. If the X & Y roughness are
the same the standard internal specular
algorithm is used.
Y Roughness: Scales the specular highlights in
the Y direction defined by the 'Scratch
Projection' algorithm. Appropriate value range is
0.1% to 10000%. If the X & Y roughness are
the same the standard internal specular
algorithm is used.
Amplitude: Scales the effect of the scratch of
Projection: The type of projection utilized to the specular highlights. The higher the value the
define the anamorphic ( disproportional ) scaling more scratched the speculars will look.
of the specular highlights. It can also defines Appropriate value range is 0% - 100%.
thes scratch direction to be used with the
Scale: Scales the scratch pattern itself. This
reflection and environment convolution groups.
applies to all scratch algorithms.
The projections are transformed by the
TextureTag used to apply them to an object. Length: Defines the scratch length in the space
of the scratch pattern. Smoother milled surfaces
- Planar: a flat XY planar projection.
would use a higher scratch length and rougher
- AutoPlanar: Automatically projects on a plane surfaces would use smaller values. Appropriate
parallel to the current normal. value range is 1% - 1000%.
- ShrinkWrap: A spherical projection for scaling Attenuation: Scales the amount of detail of the
direction, but uses a separate algorithm for scratches based upon the samples angle to the
projecting the scratches. camera and the distance from the camera. The
- Radial: Creates a radial scratch pattern larger the values the greater the attenuation
originating at the center of a plane that is causing less scratching ( better for animation ),
parallel to current normal. the smaller the value the greater the detail (
better for still images ). Appropriate value range
- Radial Pattern: Creates a multi-origin radial is 0% - 10000%.
scratch pattern that is parallel to current
normal. Affect Channel: These check boxes specify
which specular channels will be effected by the
Experimentation is absolutely required to anisotropic scratches.
understand these parameters.
Projection Scale: Scales the scratch algorithms
that have an actual pattern ( Radial Pattern is
the only current algorithm of this type to which
scale applies ).
40 SLA-Shader

Illumination
Sample Radius: In order to calculate the
brightness of the caustics effect, photons within
a certain distance of the pixel to be rendered are
interpolated to calculate the brightness. The
Sample Radius defines this distance. Sample
Radius = 1; individual photons can be seen as
points of light because they are not interpolated
together.
Samples: This defines the maximum number of
photons within the Sample Radius that are used
for calculating the effect. For example, if you
enter a value of 100, up to 100 photons will be
evaluated - any photons beyond this number
Use this page to control aspects of material are ignored. Samples and Sample Radius both
illumination. Here, you can switch on/off affect the quality of the effect. To summarize:
radiosity and caustics for the material (both are More samples per sample radius means a more
switched on by default). accurate image. Increasing the sample radius
means more blur, but a longer render time also.
Global Illumination
Generate: When the option is enabled, the
material will generate radiosity. Use the input
box to set the strength of the radiosity - you can
enter values from 0 to 10000%. 100%
represents normal strength.
Receive: If this option is enabled, the material
will receive radiosity. The value in the input box
defines the strength of the radiosity effect.
Caustics
Generate: Use this option to enable the
generation of caustics by the material. The input
box defines the strength of the caustics
generated. Note: The material must be
transparent and/or reflective in order to create a
caustics effect.
Receive: This enables/disables the reception of
surface caustics by the material. Use the input
box to set the strength of the effect. Note The
receive option has no effect for volume caustics.
SLA-Shader 41

Esoterica Group
Global Shadow Opacity: This parameter is used
to scale the shadow opacity. Keep in mind that
this changes the shadow opacity for every
surface intercepted by the ray meaning that
going through the surface twice causes the
shadow to be twice as dark.
42 SLA-Shader

bhodiNUT BANZI

Usage
BANZI was created for the generation of volume
rendered woods and allows for endless variation
on the types of woods you can simulate.

Wood
Wood Color Gradient: Colorizes the ring and
grain function. Experimentation is required to
fully understand and use this control.
SLA-Shader 43

Diffuse
Ring Intensity: Reduces or increases the
prominence of the annual rings. While the
parameter can go negative it's useful values are
btween 50% and 150%.
Ring Turbulence: Stirs the annual rings so they
may have a more natural look. Turbulence Scale -
Simply scales the noise used for the ring
turbulence.
Core Variance: Disturbs the origin of the rings so it
looks as if the tree the wood came from did not
grow perfectly straight.
Radial Variance: Causes the rings to become none Diffuse Color: Sets the diffuse color used to tint
symetrical around their origin. Trees rarely grow the surface.
perfectly circle rings becauses they are rarely
Algorithm: Specifies which illumination model
perfectly round. This parameter allows for the
BANZI will use. The combobox provides for two
natural deformation of the annual rings.
choices including 'Internal' which is the standard
Grain Intensity: Amplifies the grain pattern within Lambertian model and the 'Oren-Nayar' model
the wood. A percent value of zero removes the which provides for a roughness variable allowing
grain totally while a value of one hundred gives a the user to go from simple surfaces ( 0
very amplified grain pattern ( this also affects 'Roughness', identical to Lambertian ), to
bump ). complex rough surface ( 1+ 'Roughness' which
Ring Scale: Scales the rings of the wood before provides a surface like linen or dirt ).
being stirred by the turbulence function. Illumination: Scales the 'Diffuse Color' to
Variance Scale: Scale of the noise used to disturb produce attenuation in the illumination of the
the origin of the rings. surface (this simply means it makes the color
darker when the value is close to zero and
Radial Variance Scale: Scales the noise used for brighter when the value is closer to one hundred
the Radial Variance. percent or above). Illumination can go negative.
Grain Scale: Hmm Uhh Scale of the grain! ;) When it does it multiplies the illumination for
the surface times the surface color ( gradient
Ring Variance: Varies the width of the rings
color ). If you are utilzing the 'Oren-Nayar'
without changing their respective positions.
illumination algorithm you may want to bump
Attenuation: Is the amount of detail reduction up the illumination about 10% to 20% because
caused by the function becoming smaller ( it renders darker usually. Appropriate values are
whether being scaled or being farther away from between 0% to 200%.
the camera ) and facing away from the camera.
For still imageery it is good to keep this value low (
often we use zero ), but keep it high for animation
( anywhere between 100% to 1000%+ ).
44 SLA-Shader

Specular 1, Specular 2 and Specular 3


Roughness: Dictates how rough the 'Oren-
Nayar' illumination model will be. Zero is no
roughness while one hundred percent or greater
is very rough. Experimentation is required to
fully understand this parameter. This option is
only available if 'Oren-Nayar' is selected in the
'Algorithm' combobox.
Contrast: Provides contrast for the result of the
diffuse sample color. Zero causes no effect,
0.0% - 100% causes standard contrast, above
100% casues a wrap contrast ( the values that
go above one hundred percent wrap around to
0% again, utilized to create the Candy materials The three specular hightlights controlled in the
), negative values provide an inverse contrast Specular groups are additive to the color of the
that simulates materials that seem luminescent surface. All three Specular groups share the
such as Silver. Appropriate values are -500% to same parameter set described below.
500%. Specular Color: Sets the base specular color for
the first specular component.
Intensity: Scales the 'Specular Color' to produce
attenuation in the specular reflection of the
surface ( this simply means it makes the color
darker when the value is close to zero and
brighter when the value is closer to one hundred
percent or above ). Appropriate value range is
0% - 1000%.
Glare: Works with Specular Intensity by using
the edge falloff ( multiplied by the 'Falloff' scalar
to change the intensity of the specular
reflection. This can be used to add a glare to the
surface when a light is reflecting more on an
edge or specilar effects to reduce the specular
reflection when a light casues a reflection closer
to the edge. Appropriate values run between
0% - 200%.
Size: Sets the size of the specular reflection.
Appropriate value range for size is 0.001% -
200%.
SLA-Shader 45

Reflection
Falloff: Utilized to vary the falloff of the center
of the object to the edge to effect the 'Glare'
intensity. Smaller values cause the specular
reflection to reflect the 'Intensity' value more
while larger values make the surface use the
'Glare' scalar more. Experimentation is required
to fully understand this parameter.
Contrast: Provides contrast for the result of the
specular sample color. Implements a standard
contrast function. Appropriate values are 0% -
100%.

The reflection controlled in


the two reflection tabs (
Attributes and Color ) are
additive to the color of the
surface.
Attributes Tab
Intensity: Scales the
'Reflection Color' before it
is mixed with the 'Edge
Intensity' and 'Reflection
Edge Color' result to
create the final reflection
color sample that will be
used to attenuate the
reflection sample taken by
C4D internally.
Appropriate values are 0%
- 200%.
Edge Intensity: Scales the
'Reflection Edge Color' before it is mixed with
the 'Intensity' and 'Reflection Color' result to
create the final reflection color sample that will
be used to attenuate the reflection sample taken
by C4D internally. Appropriate values are 0% -
200%.
46 SLA-Shader

Environment
Falloff: Mixes the results of the 'Reflection
Color' * 'Intensity' and 'Reflection Edge Color' *
'Edge Intensity'. Smaller values provide for more
'Reflection Color' while larger values provide
more 'Refelction Edge Color'. Appropriate value
range is 0% - 500%.
Reflection Color Tab

Image Tab: Utilizes a standard C4D texture


group to be used for the environment sample.
Please refer to C4D documentation for more
information about texture groups and
environment mapping.
Attributes Tab

Reflection Color: Defines the base color used to


attenuate the reflection sample in tandem with
the reflection 'Intensity' parameter. Utilizes the
'Falloff' parameter to mix with 'Reflection Edge
Color'.
Reflection Edge Color: Defines the edge color
used to attenuate the reflection sample in
tandem with the reflection 'Edge Intensity'
parameter. Utilizes the 'Falloff' parameter to mix
with 'Reflection Color'.

Intensity: Scales the 'Environment Color' before


it is mixed with the 'Glare' and 'Environment
Edge Color' result to create the final
environment color sample that will be used to
attenuate the environment sample tprovided by
the 'Environment Texture' texture group.
Appropriate values are 0% - 200%.
SLA-Shader 47

Glare: Scales the 'Environment Edge Color' Color Tab


before it is mixed with the 'Intensity' and
'Environment Color' result to create the final
environment color sample that will be used to
attenuate the reflection sample provided by the
'Environment Texture' texture group.
Appropriate values are 0% - 200%.
Falloff: Mixes the results of the 'Environment
Color' * 'Intensity' and 'Environment Edge
Color' * 'Glare'. Smaller values provide for more
'Environment Color' while larger values provide
more 'Environment Edge Color'. Appropriate
value range is 0% - 500%.
Environment Convolution: This group allows the Environment Color: Defines the base color used
blurring of enivroments when the 'Anisotrophy' to attenuate the reflection sample in tandem
group is checked. It deosn't support radial with the reflection 'Intensity' parameter. Utilizes
convolutions because very similiar effects can be the 'Falloff' parameter to mix with 'Environment
achieved by blurring the environment map ( it is Edge Color'.
also much, much faster ). Environment Edge Color: Defines the edge color
Utilize Anisotropic Scratches: Tells the group to used to attenuate the environment sample in
become active allowing the shader to take tandem with the environment 'Glare' parameter.
multiple samples of the 'Environment Texture' Utilizes the 'Falloff' parameter to mix with
texture group along the axis of the scratch 'Environment Color'.
direction defined by the 'Anisotrophy' group
parameters.
Blur: Defines the radius for the convolution.
Larger values equate to more blur. Appropriate
value range is 0% to 100%.
Samples: Defines how many samples will be
taken by the convolution. If you enter one no
convolution will occur. The value should be
similar to your 'Blur' radius value. Appropriate
value range is 2 - 50.
Jitter: Defines the maximum random offset per
sample of the convolution function. This rids the
blurred environment of the stepping effect
when you can see multiple images layered.
Appropriate value range is 0% - 100%.
48 SLA-Shader

Ambient Roughness Group:

Color: Defines the base ambient color used to Used to add bump or grit to the material.
attenuate ( multiply by ) the scene ambient
Roughness Tab
color provided by C4D. You must have a
Amplitude: Intensity of the bump caused by the
Environment object active in your scene for this
grain and rings in the wood pattern.
to effect your surface at all.
Delta: Delta is a scaling factor to use in sampling
Intensity: Scales the 'Ambient Color' before it is
the texture for evaluating slope to be used in
mixed with the 'Edge Intensity' result to create
evaluating the bump. This allows you to get
the final ambient color sample that will be used
very sharp bump with minute detail that is not
to attenuate the ambient sample taken by C4D
possible with the standard static bump delta.
internally. Appropriate values are 0% - 100%.
Low Clip: Defines the low boundary for the clip
Edge Intensity: Mixes with 'Intensity' to scale
( no bump under this value ).
the 'Ambient Color' to create the final ambient
color sample that will be used to attenuate the High Clip: Defines the high boundary for the
ambient sample taken by C4D internally. clip ( no bump over this value ).
Appropriate values are 0% - 100%.
Falloff: Mixes 'Intensity' and 'Edge Intensity' to
attenuate the 'Ambient Color'. Smaller values
provide for more 'Intensity' while larger values
provide more 'Edge Intensity'. Appropriate value
range is 0% - 500%.
SLA-Shader 49

Anisotrophy
Color Tab

Projection: The type of projection utilized to


Roughness Color: Sets the color used as a base define the anamorphic ( disproportional ) scaling
to attenuate ( multiply by ) the specular, diffuse, of the specular highlights. It can also defines
reflection, environment and ambient results. thes scratch direction to be used with the
Negative values invert the grit application. reflection and environment convolution groups.
Appropriate value range is -200% - 200%, The projections are transformed by the
TextureTag used to apply them to an object.
Intensity: Mixies between then grit sample and
Vector ( 1 ) to allow varying degrees of grit ( - Planar: a flat XY planar projection.
think of it as an opacity control for grit ). - AutoPlanar: Automatically projects on a plane
Low Clip: If the grit value is less than or equal to parallel to the current normal.
this value it becomes 0 ( 'Grit Color' ). - ShrinkWrap: A spherical projection for scaling
High Clip: If the grit value is greater than or direction, but uses a separate algorithm for
equal to this value it becomes 1 ( the surface projecting the scratches.
color ). - Radial: Creates a radial scratch pattern
originating at the center of a plane that is
parallel to current normal.
- Radial Pattern: Creates a multi-origin radial
scratch pattern that is parallel to current
normal.
Experimentation is absolutely required to
understand these parameters.
Projection Scale: Scales the scratch algorithms
that have an actual pattern ( Radial Pattern is
the only current algorithm of this type to which
scale applies ).
50 SLA-Shader

Illumination
X Roughness: Scales the specular highlights in
the X direction defined by the 'Scratch
Projection' algorithm. Appropriate value range is
0.1% to 10000%. If the X & Y roughness are
the same the standard internal specular
algorithm is used.
Y Roughness: Scales the specular highlights in
the Y direction defined by the 'Scratch
Projection' algorithm. Appropriate value range is
0.1% to 10000%. If the X & Y roughness are
the same the standard internal specular
algorithm is used.
Amplitude: Scales the effect of the scratch of Use this page to control aspects of material
the specular highlights. The higher the value the illumination. Here, you can switch on/off
more scratched the speculars will look. radiosity and caustics for the material (both are
Appropriate value range is 0% - 100%. switched on by default).

Scale: Scales the scratch pattern itself. This Global Illumination


applies to all scratch algorithms. Generate: When the option is enabled, the
material will generate radiosity. Use the input
Length: Defines the scratch length in the space box to set the strength of the radiosity - you can
of the scratch pattern. Smoother milled surfaces enter values from 0 to 10000%. 100%
would use a higher scratch length and rougher represents normal strength.
surfaces would use smaller values. Appropriate
value range is 1% - 1000%. Receive: If this option is enabled, the material
will receive radiosity. The value in the input box
Attenuation: Scales the amount of detail of the defines the strength of the radiosity effect.
scratches based upon the samples angle to the
camera and the distance from the camera. The Caustics
larger the values the greater the attenuation Generate: Use this option to enable the
causing less scratching ( better for animation ), generation of caustics by the material. The input
the smaller the value the greater the detail ( box defines the strength of the caustics
better for still images ). Appropriate value range generated. Note: The material must be
is 0% - 10000%. transparent and/or reflective in order to create a
caustics effect.
Affect Channel: These check boxes specify
which specular channels will be effected by the Receive: This enables/disables the reception of
anisotropic scratches. surface caustics by the material. Use the input
box to set the strength of the effect. Note The
Affect Channel: These check boxes specify receive option has no effect for volume caustics.
which specular channels will be effected by the
anisotropic algorithm.
SLA-Shader 51

Sample Radius: In order to calculate the


brightness of the caustics effect, photons within
a certain distance of the pixel to be rendered are
interpolated to calculate the brightness. The
Sample Radius defines this distance. Sample
Radius = 1; individual photons can be seen as
points of light because they are not interpolated
together.
Samples: This defines the maximum number of
photons within the Sample Radius that are used
for calculating the effect. For example, if you
enter a value of 100, up to 100 photons will be
evaluated - any photons beyond this number
are ignored. Samples and Sample Radius both
affect the quality of the effect. To summarize:
More samples per sample radius means a more
accurate image. Increasing the sample radius
means more blur, but a longer render time also.
52 SLA-Shader

BhodiNUT CHEEN

Gradients
Color Gradient: Is used to alter the base color of
the object based on the angle between the
camera and the surface normal ( the left side of
the gradient is the edge of the object while the
right side of the gradient is the center of the
object ).
Opacity Gradient: Causes the opacity of the
object to change based on the angle between
the camera and the surface normal. White is
opaque while black knots are transparent. Knots
at the left side of gradient effect the edge of the
object while knots at the right side of the
gradient effect the middle of the object.
SLA-Shader 53

Diffuse
Roughness: Dictates how rough the 'Oren-
Nayar' illumination model will be. Zero is no
roughness while one hundred percent or greater
is very rough. Experimentation is required to
fully understand this parameter. This option is
only available if 'Oren-Nayar' is selected in the
'Algorithm' combobox.
Contrast: Provides contrast for the result of the
diffuse sample color. Zero causes no effect,
0.0% - 100% causes standard contrast, above
100% casues a wrap contrast ( the values that
go above one hundred percent wrap around to
0% again, utilized to create the Candy materials
Diffuse Color: Sets the base diffuse color of the
), negative values provide an inverse contrast
surface.
that simulates materials that seem luminescent
Algorithm: Specifies which illumination model such as Silver. Appropriate values are -500% to
CHEEN will use. The combobox provides for two 500%.
choices including 'Internal' which is the standard
Lambertian model and the 'Oren-Nayar' model
which provides for a roughness variable allowing
the user to go from simple surfaces ( 0
'Roughness', identical to Lambertian ), to
complex rough surface ( 1+ 'Roughness' which
provides a surface like linen or dirt ).
Illumination: Scales the 'Diffuse Color' to
produce attenuation in the illumination of the
surface (this simply means it makes the color
darker when the value is close to zero and
brighter when the value is closer to one hundred
percent or above). Illumination can go negative.
When it does it multiplies the illumination for
the surface times the surface color ( gradient
color ). If you are utilzing the 'Oren-Nayar'
illumination algorithm you may want to bump
up the illumination about 10% to 20% because
it renders darker usually. Appropriate values are
between 0% to 200%.
54 SLA-Shader

Specular 1, Specular 2 and Specular 3.


Falloff: Utilized to vary the falloff of the center
of the object to the edge to effect the 'Glare'
intensity. Smaller values cause the specular
reflection to reflect the 'Intensity' value more
while larger values make the surface use the
'Glare' scalar more. Experimentation is required
to fully understand this parameter.
Contrast: Provides contrast for the result of the
specular sample color. Implements a standard
contrast function. Appropriate values are 0% -
100%.

The three specular hightlights controlled in the


Specular groups are additive to the color of the
surface. All three Specular groups share the
same parameter set described below.
Specular Color: Sets the base specular color for
the first specular component.
Intensity: Scales the 'Specular Color' to produce
attenuation in the specular reflection of the
surface ( this simply means it makes the color
darker when the value is close to zero and
brighter when the value is closer to one hundred
percent or above ). Appropriate value range is
0% - 1000%.
Glare: Works with Specular Intensity by using
the edge falloff ( multiplied by the 'Falloff' scalar
to change the intensity of the specular
reflection. This can be used to add a glare to the
surface when a light is reflecting more on an
edge or specilar effects to reduce the specular
reflection when a light casues a reflection closer
to the edge. Appropriate values run between
0% - 200%.
Size: Sets the size of the specular reflection.
Appropriate value range for size is 0.001% -
200%.
SLA-Shader 55

Transparency Reflection

Index Of Refraction: Please refer to the The reflection controlled in the two reflection
MAXON Reference Manual for information on tabs ( Attributes and Color ) are additive to the
this subject. color of the surface.
Internal Reflection: Allows refracted rays to Attributes Tab
reflect when appropriate. Intensity: Scales the 'Reflection Color' before it
Solid Object: Makes the object a completely is mixed with the 'Edge Intensity' and
dense object instead of one surface. Disallows 'Reflection Edge Color' result to create the final
illumination, reflection, and environment to be reflection color sample that will be used to
evaluated for the second surface intercepted of attenuate the reflection sample taken by C4D
the object. internally. Appropriate values are 0% - 200%.
Edge Intensity: Scales the 'Reflection Edge
Color' before it is mixed with the 'Intensity' and
'Reflection Color' result to create the final
reflection color sample that will be used to
attenuate the reflection sample taken by C4D
internally. Appropriate values are 0% - 200%.
Falloff: Mixes the results of the 'Reflection
Color' * 'Intensity' and 'Reflection Edge Color' *
'Edge Intensity'. Smaller values provide for more
'Reflection Color' while larger values provide
more 'Refelction Edge Color'. Appropriate value
range is 0% - 500%.
56 SLA-Shader

Environment
Reflection Color Tab

Image Tab: Utilizes a standard C4D texture


Reflection Color: Defines the base color used to group to be used for the environment sample.
attenuate the reflection sample in tandem with Please refer to C4D documentation for more
the reflection 'Intensity' parameter. Utilizes the information about texture groups and
'Falloff' parameter to mix with 'Reflection Edge environment mapping.
Color'. Attributes Tab
Reflection Edge Color: Defines the edge color
used to attenuate the reflection sample in
tandem with the reflection 'Edge Intensity'
parameter. Utilizes the 'Falloff' parameter to mix
with 'Reflection Color'.

Intensity: Scales the 'Environment Color' before


it is mixed with the 'Glare' and 'Environment
Edge Color' result to create the final
environment color sample that will be used to
attenuate the environment sample tprovided by
the 'Environment Texture' texture group.
Appropriate values are 0% - 200%.
SLA-Shader 57

Glare: Scales the 'Environment Edge Color' Environment Color Tab


before it is mixed with the 'Intensity' and
'Environment Color' result to create the final
environment color sample that will be used to
attenuate the reflection sample provided by the
'Environment Texture' texture group.
Appropriate values are 0% - 200%.
Falloff: Mixes the results of the 'Environment
Color' * 'Intensity' and 'Environment Edge
Color' * 'Glare'. Smaller values provide for more
'Environment Color' while larger values provide
more 'Environment Edge Color'. Appropriate
value range is 0% - 500%.
Environment Convolution: This group allows the
Environment Color: Defines the base color used
blurring of enivroments when the 'Anisotrophy'
to attenuate the reflection sample in tandem
group is checked. It deosn't support radial
with the reflection 'Intensity' parameter. Utilizes
convolutions because very similiar effects can be
the 'Falloff' parameter to mix with 'Environment
achieved by blurring the environment map ( it is
Edge Color'.
also much, much faster ).
Environment Edge Color: Defines the edge color
Utilize Anisotropic Scratches: Tells the group to
used to attenuate the environment sample in
become active allowing the shader to take
tandem with the environment 'Glare' parameter.
multiple samples of the 'Environment Texture'
Utilizes the 'Falloff' parameter to mix with
texture group along the axis of the scratch
'Environment Color'.
direction defined by the 'Anisotrophy' group
parameters.
Blur: Defines the radius for the convolution.
Larger values equate to more blur. Appropriate
value range is 0% to 100%.
Samples: Defines how many samples will be
taken by the convolution. If you enter one no
convolution will occur. The value should be
similar to your 'Blur' radius value. Appropriate
value range is 2 - 50.
Jitter: Defines the maximum random offset per
sample of the convolution function. This rids the
blurred environment of the stepping effect
when you can see multiple images layered.
Appropriate value range is 0% - 100%.
58 SLA-Shader

Ambient Roughness

Color: Defines the base ambient color used to Used to add bump or grit to the material.
attenuate ( multiply by ) the scene ambient Roughness Tab
color provided by C4D. You must have a Function: The noise function utilized to calculate
Environment object active in your scene for this the bump and the grit. You can review the noise
to effect your surface at all. types very easily in the 2D or 3D Noise channel
Intensity: Scales the 'Ambient Color' before it is shaders to get a feel for what they are.
mixed with the 'Edge Intensity' result to create Experimentation is very necessary, they all have
the final ambient color sample that will be used a place, use them! (See Noise Types)
to attenuate the ambient sample taken by C4D Octaves: Defines the number of octaves utilized
internally. Appropriate values are 0% - 100%. by the noise function defined within the
Edge Intensity: Mixes with 'Intensity' to scale 'Function' combobox. This field will only be
the 'Ambient Color' to create the final ambient active if the noise function being used utilizes
color sample that will be used to attenuate the more octaves than one. Octaves is similiar to
ambient sample taken by C4D internally. 'Detail' in many other shaders.
Appropriate values are 0% - 100%. Scale: Scales the surface point used in the noise
Falloff: Mixes 'Intensity' and 'Edge Intensity' to evaluation.
attenuate the 'Ambient Color'. Smaller values Amplitude: Scales the amplitude of the bump
provide for more 'Intensity' while larger values algorithm. Appropriate value range is 0.0001%
provide more 'Edge Intensity'. Appropriate value to 1000%.
range is 0% - 500%.
Speed: Animation speed of the noise in
percentange of cycles per second.
Attenuation: Defines how much the noise
algorithm will reduce the detail of the noise
when the surface is far away or facing away
SLA-Shader 59

from the camera. Appropriate values are 0% for Color Tab


stills and 100% to 1000% for animation ( it is
primarily used to reduce flicker in animations ).
Hard Bump: Utilizes an implicit algorithm to
calculate the bump producing more realistic
dented surfaces. Often used when creating steel
doors with anisotropic highlights to create large
suddle dents.
Absolute: Whether or not to fold the noise
about its mid level by taking the absolute value
of it.
Delta: Delta is a scaling factor to use in sampling
the texture for evaluating slope to be used in
evaluating the bump. This allows you to get Roughness Color: Sets the color used as a base
very sharp bump with minute detail that is not to attenuate ( multiply by ) the specular, diffuse,
possible with the standard static bump delta. reflection, environment and ambient results.
Low Clip: Low value to clip the noise to black Negative values invert the grit application.
that will be used in the bump calculation. Appropriate value range is -200% - 200%,

High Clip: High value to clip the noise to white. Intensity: Mixies between then grit sample and
Vector ( 1 ) to allow varying degrees of grit (
think of it as an opacity control
for grit).
Low Clip: If the grit value is less
than or equal to this value it
becomes 0 ( 'Grit Color' ).
High Clip: If the grit value is
greater than or equal to this
value it becomes 1 ( the surface
color ).
60 SLA-Shader

Anisotrophy
Projection Scale: Scales the scratch algorithms
that have an actual pattern ( Radial Pattern is
the only current algorithm of this type to which
scale applies ).
X Roughness: Scales the specular highlights in
the X direction defined by the 'Scratch
Projection' algorithm. Appropriate value range is
0.1% to 10000%. If the X & Y roughness are
the same the standard internal specular
algorithm is used.
Y Roughness: Scales the specular highlights in
the Y direction defined by the 'Scratch
Projection: The type of projection utilized to Projection' algorithm. Appropriate value range is
define the anamorphic ( disproportional ) scaling 0.1% to 10000%. If the X & Y roughness are
of the specular highlights. It can also defines the same the standard internal specular
thes scratch direction to be used with the algorithm is used.
reflection and environment convolution groups. Amplitude: Scales the effect of the scratch of
The projections are transformed by the the specular highlights. The higher the value the
TextureTag used to apply them to an object. more scratched the speculars will look.
- Planar: a flat XY planar projection. Appropriate value range is 0% - 100%.
- AutoPlanar: Automatically projects on a plane Scale: Scales the scratch pattern itself. This
parallel to the current normal. applies to all scratch algorithms.
- ShrinkWrap: A spherical projection for scaling Length: Defines the scratch length in the space
direction, but uses a separate algorithm for of the scratch pattern. Smoother milled surfaces
projecting the scratches. would use a higher scratch length and rougher
surfaces would use smaller values. Appropriate
- Radial: Creates a radial scratch pattern
value range is 1% - 1000%.
originating at the center of a plane that is
parallel to current normal. Attenuation: Scales the amount of detail of the
scratches based upon the samples angle to the
- Radial Pattern: Creates a multi-origin radial
camera and the distance from the camera. The
scratch pattern that is parallel to current
larger the values the greater the attenuation
normal.
causing less scratching ( better for animation ),
Experimentation is absolutely required to the smaller the value the greater the detail (
understand these parameters. better for still images ). Appropriate value range
is 0% - 10000%.
Affect Channel: These check boxes specify
which specular channels will be effected by the
anisotropic scratches.
SLA-Shader 61

Illumination
Sample Radius: In order to calculate the
brightness of the caustics effect, photons within
a certain distance of the pixel to be rendered are
interpolated to calculate the brightness. The
Sample Radius defines this distance. Sample
Radius = 1; individual photons can be seen as
points of light because they are not interpolated
together.
Samples: This defines the maximum number of
photons within the Sample Radius that are used
for calculating the effect. For example, if you
enter a value of 100, up to 100 photons will be
evaluated - any photons beyond this number
Use this page to control aspects of material
are ignored. Samples and Sample Radius both
illumination. Here, you can switch on/off
affect the quality of the effect. To summarize:
radiosity and caustics for the material (both are
More samples per sample radius means a more
switched on by default).
accurate image. Increasing the sample radius
Global Illumination means more blur, but a longer render time also.
Generate: When the option is enabled, the
material will generate radiosity. Use the input
box to set the strength of the radiosity - you can
enter values from 0 to 10000%. 100%
represents normal strength.
Receive: If this option is enabled, the material
will receive radiosity. The value in the input box
defines the strength of the radiosity effect.
Caustics
Generate: Use this option to enable the
generation of caustics by the material. The input
box defines the strength of the caustics
generated. Note: The material must be
transparent and/or reflective in order to create a
caustics effect.
Receive: This enables/disables the reception of
surface caustics by the material. Use the input
box to set the strength of the effect. Note The
receive option has no effect for volume caustics.
62 SLA-Shader

Esoterica Group
Shadow Opacity: This parameter is used to scale
the shadow opacity. Keep in mind that this
changes the shadow opacity for every surface
intercepted by the ray meaning that going
through the surface twice causes the shadow to
be twice as dark.
SLA-Shader 63

bhodiNUT DANEL

Usage
DANEL was conceived to allow users the ability
create surfaces that include metallic, gloss,
painted, and anisotropic materials.

Diffuse
Diffuse Color: Sets the base diffuse color of the
surface.
Algorithm: Specifies which illumination model
DANEL will use. The combobox provides for two
choices including 'Internal' which is the standard
Lambertian model and the 'Oren-Nayar' model
64 SLA-Shader

Specular 1, Specular 2 and Specular 3.


which provides for a roughness variable allowing
the user to go from simple surfaces ( 0
'Roughness', identical to Lambertian ), to
complex rough surface ( 1+ 'Roughness' which
provides a surface like linen or dirt ).
Illumination: Scales the 'Diffuse Color' to
produce attenuation in the illumination of the
surface (this simply means it makes the color
darker when the value is close to zero and
brighter when the value is closer to one hundred
percent or above). If you are utilzing the 'Oren-
Nayar' illumination algorithm you may want to
bump up the illumination about 10% to 20% The three specular hightlights controlled in the
because it renders darker usually. Appropriate Specular groups are additive to the color of the
values are between 0% to 200%. surface. All three Specular groups share the
Roughness: Dictates how rough the 'Oren- same parameter set described below.
Nayar' illumination model will be. Zero is no Specular Color: Sets the base specular color for
roughness while one hundred percent or greater the first specular component.
is very rough. Experimentation is required to
Intensity: Scales the 'Specular Color' to produce
fully understand this parameter. This option is
attenuation in the specular reflection of the
only available if 'Oren-Nayar' is selected in the
surface ( this simply means it makes the color
'Algorithm' combobox.
darker when the value is close to zero and
Contrast: Provides contrast for the result of the brighter when the value is closer to one hundred
diffuse sample color. Zero causes no effect, percent or above ). Appropriate value range is
0.0% - 100% causes standard contrast, above 0% - 1000%.
100% casues an wrap contrast ( the values that
Glare: Works with Specular Intensity by using
go above one hundred percent wrap around to
the edge falloff ( multiplied by the 'Falloff' scalar
0% again, utilized to create the Candy materials
to change the intensity of the specular
), negative values provide an inverse contrast
reflection. This can be used to add a glare to the
that simulates materials that seem luminescent
surface when a light is reflecting more on an
such as Silver. Appropriate values are -500% to
edge or specilar effects to reduce the specular
500%.
reflection when a light casues a reflection closer
to the edge. Appropriate values run between
0% - 200%.
Size: Sets the size of the specular reflection.
Appropriate value range for size is 0.001% -
200%.
SLA-Shader 65

Reflection
Falloff: Utilized to vary the falloff of the center
of the object to the edge to effect the 'Glare'
intensity. Smaller values cause the specular
reflection to reflect the 'Intensity' value more
while larger values make the surface use the
'Glare' scalar more. Experimentation is required
to fully understand this parameter.
Contrast: Provides contrast for the result of the
specular sample color. Implements a standard
contrast function. Appropriate values are 0% -
100%.

The reflection controlled in the two reflection


tabs ( Attributes and Color ) are additive to the
color of the surface.
Attributes Tab
Intensity: Scales the 'Reflection Color' before it
is mixed with the 'Edge Intensity' and
'Reflection Edge Color' result to create the final
reflection color sample that will be used to
attenuate the reflection sample taken by C4D
internally. Appropriate values are 0% - 200%.
Edge Intensity: Scales the 'Reflection Edge
Color' before it is mixed with the 'Intensity' and
'Reflection Color' result to create the final
reflection color sample that will be used to
attenuate the reflection sample taken by C4D
internally. Appropriate values are 0% - 200%.
Falloff: Mixes the results of the 'Reflection
Color' * 'Intensity' and 'Reflection Edge Color' *
'Edge Intensity'. Smaller values provide for more
'Reflection Color' while larger values provide
more 'Refelction Edge Color'. Appropriate value
range is 0% - 500%.
66 SLA-Shader

Distance Falloff: Turns on or off distance falloff convoluted along one axis so they require many
for reflections. Doing so does slow the shader less samples than does the radial convolution
down about 20% because the reflections rays algorithm. If this checkbox is inactive, the 'Blur'
are calculated by customized algortihms. radius is greater than 0% and 'Samples' is
Min: If the distance of the reflected surface is greater than 1 the radial convolution algorithm
less than or equl to the 'Min' distance the is used ( this is what the majority would consider
reflection will be 100%. 'Distance Falloff' Blurred Reflections.
checkbox must be checked on for this value to Blur: This defines the radius of the convolution (
be utilized or available. blur ) that will be used during the evalution of
Max: If the distance of the reflected surface is blurred reflections. If 'Utilize Anisotropic
greater that the 'Min' distance and less than the Scrtaches is checked it will use the scratch
'Max' distance then the reflection intensity of direction defined by the parameters in the
the sample will be attenuated by a value 'Anisotrophy' group, otherwise it will use a
produced by retrieving the parameterized radial convolution algorithm to sample the
distance of the intercepted position relating to reflections. Appropraite value range is 0% -
the 'Min' and 'Max' distances Length of ( ( 100%.
intercepted_Point - min_Point ) / ( max_Point - Samples: Sets the number of samples taken
min_Point ) ). If the distance of the intercepted when the 'Blur' radius percentage is greater that
surface is greater than the 'Max' parameter then 0%. When 'Utilize Anisotropic Scratches' is
it is 0% intensity. checked it is good to start with a value equal to
Reflection Convolution Group - This capability the 'Blur' radius. If 'Utilize Anisotropic Scratches'
was added because of numerous requests from is not checked then I usually double the 'Blur'
users of SLA 1.2. It is not fast, and requires large radius sometimes having to go as large as 100
sampling rates to provide acceptable results. to 200 samples ( very slow ).
'Distance Falloff' will effect blurred reflection Jitter: Defines the maximu random offset of the
samples ( producing very beautiful results in reflection convolution associated with the
many cases. anisotropic scratch convolution algorithm. This
Utilize Anisotropic Scratches: This checkbox is parameter is only active when 'Utilize
only active when the 'Anisotropy' group is Anisotropic Scratches' is checked on because the
checked on. It allows the reflection to take into radial convolution is a completely stochastic
account the scratch directions when evaluating function ( jitters 100% all the time to the
blurred reflections. Very effective for milled boundary of the radius ). Jiterring is very similiar
machinery. Anisotropic scratches are only to dithering in effect. Appropraite value range is
0% - 100%.
SLA-Shader 67

Color Tab Environment

Reflection Color: Defines the base color used to Image Tab: Utilizes a standard C4D texture
attenuate the reflection sample in tandem with group to be used for the environment sample.
the reflection 'Intensity' parameter. Utilizes the Please refer to C4D documentation for more
'Falloff' parameter to mix with 'Reflection Edge information about texture groups and
Color'. environment mapping.
Reflection Edge Color: Defines the edge color Attributes Tab
used to attenuate the reflection sample in Intensity: Scales the 'Environment Color' before
tandem with the reflection 'Edge Intensity' it is mixed with the 'Glare' and 'Environment
parameter. Utilizes the 'Falloff' parameter to mix Edge Color' result to create the final
with 'Reflection Color'. environment color sample that will be used to
attenuate the environment sample tprovided by
the 'Environment Texture' texture group.
Appropriate values are 0% - 200%.
Glare: Scales the 'Environment Edge Color'
before it is mixed with the 'Intensity' and
'Environment Color' result to create the final
environment color sample that will be used to
attenuate the reflection sample provided by the
'Environment Texture' texture group.
Appropriate values are 0% - 200%.
Falloff: Mixes the results of the 'Environment
Color' * 'Intensity' and 'Environment Edge
Color' * 'Glare'. Smaller values provide for more
'Environment Color' while larger values provide
more 'Environment Edge Color'. Appropriate
value range is 0% - 500%.
68 SLA-Shader

Ambient
Environment Convolution: This group allows the
blurring of enivroments when the 'Anisotrophy'
group is checked. It deosn't support radial
convolutions because very similiar effects can be
achieved by blurring the environment map ( it is
also much, much faster ).
Utilize Anisotropic Scratches: Tells the group to
become active allowing the shader to take
multiple samples of the 'Environment Texture'
texture group along the axis of the scratch
direction defined by the 'Anisotrophy' group
parameters.
Blur: Defines the radius for the convolution. Color: Defines the base ambient color used to
Larger values equate to more blur. Appropriate attenuate ( multiply by ) the scene ambient
value range is 0% to 100%. color provided by C4D. You must have a
Environment object active in your scene for this
Samples: Defines how many samples will be
to effect your surface at all.
taken by the convolution. If you enter one no
convolution will occur. The value should be Intensity: Scales the 'Ambient Color' before it is
similar to your 'Blur' radius value. Appropriate mixed with the 'Edge Intensity' result to create
value range is 2 - 50. the final ambient color sample that will be used
to attenuate the ambient sample taken by C4D
Jitter: Defines the maximum random offset per
internally. Appropriate values are 0% - 100%.
sample of the convolution function. This rids the
blurred environment of the stepping effect Edge Intensity: Mixes with 'Intensity' to scale
when you can see multiple images layered. the 'Ambient Color' to create the final ambient
Appropriate value range is 0% - 100%. color sample that will be used to attenuate the
ambient sample taken by C4D internally.
Environment Color Tab Appropriate values are 0% - 100%.
Environment Color: Defines the base color used Falloff: Mixes 'Intensity' and 'Edge Intensity' to
to attenuate the reflection sample in tandem
attenuate the 'Ambient Color'. Smaller values
with the reflection 'Intensity' parameter. Utilizes
provide for more 'Intensity' while larger values
the 'Falloff' parameter to mix with 'Environment provide more 'Edge Intensity'. Appropriate value
Edge Color'.
range is 0% - 500%.
Environment Edge Color: Defines the edge color
used to attenuate the environment sample in
tandem with the environment 'Glare' parameter.
Utilizes the 'Falloff' parameter to mix with
'Environment Color'.
SLA-Shader 69

Roughness
from the camera. Appropriate values are 0% for
stills and 100% to 1000% for animation ( it is
primarily used to reduce flicker in animations ).
Hard Bump: Utilizes an implicit algorithm to
calculate the bump producing more realistic
dented surfaces. Often used when creating steel
doors with anisotropic highlights to create large
suddle dents.
Absolute: Whether or not to fold the noise
about its mid level by taking the absolute value
of it.
Used to add bump or grit to the material. Delta: Delta is a scaling factor to use in sampling
Roughness Tab the texture for evaluating slope to be used in
Function: The noise function utilized to calculate evaluating the bump. This allows you to get
the bump and the grit. You can review the noise very sharp bump with minute detail that is not
types very easily in the 2D or 3D Noise channel possible with the standard static bump delta.
shaders to get a feel for what they are. Bump Clamping: The noise is calculated in a
Experimentation is very necessary, they all have range of 0% - 100%. These values clip that
a place, use them! (See Noise Types) range to provide for bumps with plateaus ( like
Octaves: Defines the number of octaves utilized certain stuccos ).
by the noise function defined within the Low Clip: Defines the low boundary for the clip
'Function' combobox. This field will only be ( no bump under this value ).
active if the noise function being used utilizes
more octaves than one. Octaves is similiar to High Clip: Defines the high boundary for the
'Detail' in many other shaders. clip ( no bump over this value ).
Scale: Scales the surface point used in the noise
evaluation.
Amplitude: Scales the amplitude of the bump
algorithm. Appropriate value range is 0.0001%
to 1000%.
Speed: Animation speed of the noise in
percentange of cycles per second.
Attenuation: Defines how much the noise
algorithm will reduce the detail of the noise
when the surface is far away or facing away
70 SLA-Shader

Anisotrophy
Grit Tab

Projection: The type of projection utilized to


Grit Color: Sets the color used as a base to define the anamorphic ( disproportional ) scaling
attenuate ( multiply by ) the specular, diffuse, of the specular highlights. It can also defines
reflection, environment and ambient results. thes scratch direction to be used with the
Negative values invert the grit application. reflection and environment convolution groups.
Appropriate value range is -200% - 200%, The projections are transformed by the
TextureTag used to apply them to an object.
Grit Intensity: Mixies between then grit sample
and Vector ( 1 ) to allow varying degrees of grit - Planar: a flat XY planar projection.
( think of it as an opacity control for grit ). - AutoPlanar: Automatically projects on a plane
Low Clip: If the grit value is less than or equal to parallel to the current normal.
this value it becomes 0 ( 'Grit Color' ). - ShrinkWrap: A spherical projection for scaling
High Clip: If the grit value is greater than or direction, but uses a separate algorithm for
equal to this value it becomes 1 ( the surface projecting the scratches.
color ). - Radial: Creates a radial scratch pattern
originating at the center of a plane that is
parallel to current normal.
- Radial Pattern: Creates a multi-origin radial
scratch pattern that is parallel to current
normal.
Experimentation is absolutely required to
understand these parameters.
Projection Scale: Scales the scratch algorithms
that have an actual pattern ( Radial Pattern is
the only current algorithm of this type to which
scale applies ).
SLA-Shader 71

X Roughness: Scales the specular highlights in Length: Defines the scratch length in the space
the X direction defined by the 'Scratch of the scratch pattern. Smoother milled surfaces
Projection' algorithm. Appropriate value range is would use a higher scratch length and rougher
0.1% to 10000%. If the X & Y roughness are surfaces would use smaller values. Appropriate
the same the standard internal specular value range is 1% - 1000%.
algorithm is used. Attenuation: Scales the amount of detail of the
Y Roughness: Scales the specular highlights in scratches based upon the samples angle to the
the Y direction defined by the 'Scratch camera and the distance from the camera. The
Projection' algorithm. Appropriate value range is larger the values the greater the attenuation
0.1% to 10000%. If the X & Y roughness are causing less scratching ( better for animation ),
the same the standard internal specular the smaller the value the greater the detail (
algorithm is used. better for still images ). Appropriate value range
Amplitude: Scales the effect of the scratch of is 0% - 10000%.
the specular highlights. The higher the value the Affect Channel: These check boxes specify
more scratched the speculars will look. which specular channels will be effected by the
Appropriate value range is 0% - 100%. anisotropic scratches.
Scale: Scales the scratch pattern itself. This
applies to all scratch algorithms.
72 SLA-Shader

Illumination
Sample Radius: In order to calculate the
brightness of the caustics effect, photons within
a certain distance of the pixel to be rendered are
interpolated to calculate the brightness. The
Sample Radius defines this distance. Sample
Radius = 1; individual photons can be seen as
points of light because they are not interpolated
together.
Samples: This defines the maximum number of
photons within the Sample Radius that are used
for calculating the effect. For example, if you
enter a value of 100, up to 100 photons will be
Use this page to control aspects of material evaluated - any photons beyond this number
illumination. Here, you can switch on/off are ignored. Samples and Sample Radius both
radiosity and caustics for the material (both are affect the quality of the effect. To summarize:
switched on by default). More samples per sample radius means a more
accurate image. Increasing the sample radius
Global Illumination
means more blur, but a longer render time also.
Generate: When the option is enabled, the
material will generate radiosity. Use the input
box to set the strength of the radiosity - you can
enter values from 0 to 10000%. 100%
represents normal strength.
Receive: If this option is enabled, the material
will receive radiosity. The value in the input box
defines the strength of the radiosity effect.
Caustics
Generate: Use this option to enable the
generation of caustics by the material. The input
box defines the strength of the caustics
generated. Note: The material must be
transparent and/or reflective in order to create a
caustics effect.
Receive: This enables/disables the reception of
surface caustics by the material. Use the input
box to set the strength of the effect. Note The
receive option has no effect for volume caustics.
SLA-Shader 73

bhodiNUT MABEL

Usage
MABEL was conceived to allow users the ability
marbled stones that genarally consist of a body
and a vein surface.

Veining
The veining group controls the size and mixing
of the two vein surfaces. You also can affect the
relative color variance and turbulence of the
viens as well. There is only one veining group
that is shared by both surfaces.
74 SLA-Shader

Diffuse
Veining Group: This group contains attributes of
the veining function. The viening function is
basically an alternating gradient on the Y axis
that can be perturbed using a noise function.
Function: Noise function used to perturb the
veins (See Noise Types at 'bhodiNUT 3D Noise'
shader).
Octaves: Octaves of fractal detail used in the
stirring function.
Stirring : Amount of distortion applied to the
veins.
Size: Size of the veins ( Surface1 ) to the body (
Surface 2 ). The Diffuse group applies to the currently
Scale: The scale of the stirring noise function. selected surface in the surface combo box below
the preview.
Contrast: Contrast applied to the veins to make
them blend smoothl or separate distinctly. Diffuse Color: Sets the base diffuse color of the
surface.
Variance Group: This group contains attributes
of a second noise to add variance to the blend Algorithm: Specifies which illumination model
of the veins and body caused by the veining MABEL will use. The combobox provides for
function. two choices including 'Internal' which is the
standard Lambertian model and the 'Oren-
Function: Noise function used to vary the
Nayar' model which provides for a roughness
veining (See Noise Types).
variable allowing the user to go from simple
Octaves: Octaves of fractal detail used in the surfaces ( 0 'Roughness', identical to Lambertian
variance function. ), to complex rough surface ( 1+ 'Roughness'
Amplitude : Amount of variance applied to the which provides a surface like linen or dirt ).
veins. Illumination: Scales the 'Diffuse Color' to
Scale: The scale of the variance noise function. produce attenuation in the illumination of the
surface (this simply means it makes the color
Contrast: Contrast applied to the variance noise.
darker when the value is close to zero and
brighter when the value is closer to one hundred
percent or above). If you are utilzing the 'Oren-
Nayar' illumination algorithm you may want to
SLA-Shader 75

Specular 1, Specular 2 and Specular 3.


bump up the illumination about 10% to 20%
because it renders darker usually. Appropriate
values are between 0% to 200%.
Roughness: Dictates how rough the 'Oren-
Nayar' illumination model will be. Zero is no
roughness while one hundred percent or greater
is very rough. Experimentation is required to
fully understand this parameter. This option is
only available if 'Oren-Nayar' is selected in the
'Algorithm' combobox.
Contrast: Provides contrast for the result of the
diffuse sample color. Zero causes no effect,
0.0% - 100% causes standard contrast, above
100% casues a wrap contrast ( the values that The three specular hightlights controlled in the
go above one hundred percent wrap around to Specular groups are additive to the color of the
0% again, utilized to create the Candy materials surface. All three Specular groups share the
), negative values provide an inverse contrast same parameter set described below.
that simulates materials that seem luminescent
Specular Color: Sets the base specular color for
such as Silver. Appropriate values are -500% to
the first specular component.
500%.
Intensity: Scales the 'Specular Color' to produce
attenuation in the specular reflection of the
surface ( this simply means it makes the color
darker when the value is close to zero and
brighter when the value is closer to one hundred
percent or above ). Appropriate value range is
0% - 1000%.
Glare: Works with Specular Intensity by using
the edge falloff ( multiplied by the 'Falloff' scalar
to change the intensity of the specular
reflection. This can be used to add a glare to the
surface when a light is reflecting more on an
edge or specilar effects to reduce the specular
reflection when a light casues a reflection closer
to the edge. Appropriate values run between
0% - 200%.
Size: Sets the size of the specular reflection.
Appropriate value range for size is 0.001% -
200%.
76 SLA-Shader

Reflection
Falloff: Utilized to vary the falloff of the center The reflection controlled in the two reflection
of the object to the edge to effect the 'Glare' tabs ( Attributes and Color ) are additive to the
intensity. Smaller values cause the specular color of the surface.
reflection to reflect the 'Intensity' value more
while larger values make the surface use the
'Glare' scalar more. Experimentation is required
to fully understand this parameter.
Contrast: Provides contrast for the result of the
specular sample color. Implements a standard
contrast function. Appropriate values are 0% -
100%.

Attributes Tab
Intensity: Scales the 'Reflection Color' before it
is mixed with the 'Edge Intensity' and
'Reflection Edge Color' result to create the final
reflection color sample that will be used to
attenuate the reflection sample taken by C4D
internally. Appropriate values are 0% - 200%.
Edge Intensity: Scales the 'Reflection Edge
Color' before it is mixed with the 'Intensity' and
'Reflection Color' result to create the final
reflection color sample that will be used to
attenuate the reflection sample taken by C4D
internally. Appropriate values are 0% - 200%.
Falloff: Mixes the results of the 'Reflection
Color' * 'Intensity' and 'Reflection Edge Color' *
'Edge Intensity'. Smaller values provide for more
'Reflection Color' while larger values provide
more 'Refelction Edge Color'. Appropriate value
range is 0% - 500%.
SLA-Shader 77

Environment
Reflection Color Tab

Image Tab: Utilizes a standard C4D texture


Reflection Color: Defines the base color used to group to be used for the environment sample.
attenuate the reflection sample in tandem with Please refer to C4D documentation for more
the reflection 'Intensity' parameter. Utilizes the information about texture groups and
'Falloff' parameter to mix with 'Reflection Edge environment mapping.
Color'. Attributes Tab
Reflection Edge Color: Defines the edge color
used to attenuate the reflection sample in
tandem with the reflection 'Edge Intensity'
parameter. Utilizes the 'Falloff' parameter to mix
with 'Reflection Color'.

Intensity: Scales the 'Environment Color' before


it is mixed with the 'Glare' and 'Environment
Edge Color' result to create the final
environment color sample that will be used to
attenuate the environment sample tprovided by
the 'Environment Texture' texture group.
Appropriate values are 0% - 200%.
78 SLA-Shader

Glare: Scales the 'Environment Edge Color' Environment Color Tab


before it is mixed with the 'Intensity' and
'Environment Color' result to create the final
environment color sample that will be used to
attenuate the reflection sample provided by the
'Environment Texture' texture group.
Appropriate values are 0% - 200%.
Falloff: Mixes the results of the 'Environment
Color' * 'Intensity' and 'Environment Edge
Color' * 'Glare'. Smaller values provide for more
'Environment Color' while larger values provide
more 'Environment Edge Color'. Appropriate
value range is 0% - 500%.
Environment Convolution: This group allows the
blurring of enivroments when the 'Anisotrophy' Environment Color: Defines the base color used
group is checked. It deosn't support radial to attenuate the reflection sample in tandem
convolutions because very similiar effects can be with the reflection 'Intensity' parameter. Utilizes
achieved by blurring the environment map ( it is the 'Falloff' parameter to mix with 'Environment
also much, much faster ). Edge Color'.
Utilize Anisotropic Scratches: Tells the group to Environment Edge Color: Defines the edge color
become active allowing the shader to take used to attenuate the environment sample in
multiple samples of the 'Environment Texture' tandem with the environment 'Glare' parameter.
texture group along the axis of the scratch Utilizes the 'Falloff' parameter to mix with
direction defined by the 'Anisotrophy' group 'Environment Color'.
parameters.
Blur: Defines the radius for the convolution.
Larger values equate to more blur. Appropriate
value range is 0% to 100%.
Samples: Defines how many samples will be
taken by the convolution. If you enter one no
convolution will occur. The value should be
similar to your 'Blur' radius value. Appropriate
value range is 2 - 50.
Jitter: Defines the maximum random offset per
sample of the convolution function. This rids the
blurred environment of the stepping effect
when you can see multiple images layered.
Appropriate value range is 0% - 100%.
SLA-Shader 79

Ambient Roughness

Color: Defines the base ambient color used to Used to add bump or grit to the material.
attenuate ( multiply by ) the scene ambient
Roughness Tab
color provided by C4D. You must have a
Function: The noise function utilized to calculate
Environment object active in your scene for this
the bump and the grit. You can review the noise
to effect your surface at all.
types very easily in the 2D or 3D Noise channel
Intensity: Scales the 'Ambient Color' before it is shaders to get a feel for what they are.
mixed with the 'Edge Intensity' result to create Experimentation is very necessary, they all have
the final ambient color sample that will be used a place, use them! (See Noise Types)
to attenuate the ambient sample taken by C4D
Octaves: Defines the number of octaves utilized
internally. Appropriate values are 0% - 100%.
by the noise function defined within the
Edge Intensity: Mixes with 'Intensity' to scale 'Function' combobox. This field will only be
the 'Ambient Color' to create the final ambient active if the noise function being used utilizes
color sample that will be used to attenuate the more octaves than one. Octaves is similiar to
ambient sample taken by C4D internally. 'Detail' in many other shaders.
Appropriate values are 0% - 100%.
Scale: Scales the surface point used in the noise
Falloff: Mixes 'Intensity' and 'Edge Intensity' to evaluation.
attenuate the 'Ambient Color'. Smaller values
Amplitude: Scales the amplitude of the bump
provide for more 'Intensity' while larger values
algorithm. Appropriate value range is 0.0001%
provide more 'Edge Intensity'. Appropriate value
to 1000%.
range is 0% - 500%.
Attenuation: Defines how much the noise
algorithm will reduce the detail of the noise
when the surface is far away or facing away
from the camera. Appropriate values are 0% for
stills and 100% to 1000% for animation ( it is
primarily used to reduce flicker in animations ).
80 SLA-Shader

Delta: Delta is a scaling factor to use in sampling Low Clip: Defines the low boundary for the clip
the texture for evaluating slope to be used in ( no bump under this value ).
evaluating the bump. This allows you to get High Clip: Defines the high boundary for the
very sharp bump with minute detail that is not clip ( no bump over this value ).
possible with the standard static bump delta.
Grit Tab
Hard Bump: Utilizes an implicit algorithm to
calculate the bump producing more realistic
dented surfaces. Often used when creating steel
doors with anisotropic highlights to create large
suddle dents.
Absolute: Whether or not to fold the noise
about its mid level by taking the absolute value
of it.
Bump Clamping: The noise is calculated in a
range of 0% - 100%. These values clip that
range to provide for bumps with plateaus ( like
certain stuccos ).

Grit Color: Sets the color used as a


base to attenuate (multiply by) the
specular, diffuse, reflection,
environment and ambient results.
Negative values invert the grit
application. Appropriate value range
is -200% - 200%,
Grit Intensity: Mixies between then
grit sample and Vector (1) to allow
varying degrees of grit (think of it as
an opacity control for grit).
Low Clip: If the grit value is less than
or equal to this value it becomes 0
('Grit Color').
High Clip: If the grit value is greater
than or equal to this value it
becomes 1 (the surface color).
SLA-Shader 81

Anisotrophy
X Roughness: Scales the specular highlights in
the X direction defined by the 'Scratch
Projection' algorithm. Appropriate value range is
0.1% to 10000%. If the X & Y roughness are
the same the standard internal specular
algorithm is used.
Y Roughness: Scales the specular highlights in
the Y direction defined by the 'Scratch
Projection' algorithm. Appropriate value range is
0.1% to 10000%. If the X & Y roughness are
the same the standard internal specular
algorithm is used.
Amplitude: Scales the effect of the scratch of
Projection: The type of projection utilized to the specular highlights. The higher the value the
define the anamorphic ( disproportional ) scaling more scratched the speculars will look.
of the specular highlights. It can also defines Appropriate value range is 0% - 100%.
thes scratch direction to be used with the Scale: Scales the scratch pattern itself. This
reflection and environment convolution groups. applies to all scratch algorithms.
The projections are transformed by the
TextureTag used to apply them to an object. Length: Defines the scratch length in the space
of the scratch pattern. Smoother milled surfaces
- Planar: a flat XY planar projection. would use a higher scratch length and rougher
- AutoPlanar: Automatically projects on a plane surfaces would use smaller values. Appropriate
parallel to the current normal. value range is 1% - 1000%.
- ShrinkWrap: A spherical projection for scaling Attenuation: Scales the amount of detail of the
direction, but uses a separate algorithm for scratches based upon the samples angle to the
projecting the scratches. camera and the distance from the camera. The
larger the values the greater the attenuation
- Radial: Creates a radial scratch pattern
causing less scratching ( better for animation ),
originating at the center of a plane that is
the smaller the value the greater the detail (
parallel to current normal.
better for still images ). Appropriate value range
- Radial Pattern: Creates a multi-origin radial is 0% - 10000%.
scratch pattern that is parallel to current
Affect Channel: These check boxes specify
normal.
which specular channels will be effected by the
Experimentation is absolutely required to anisotropic scratches.
understand these parameters.
Projection Scale: Scales the scratch algorithms
that have an actual pattern ( Radial Pattern is
the only current algorithm of this type to which
scale applies ).
82 SLA-Shader

Illumination
Sample Radius: In order to calculate the
brightness of the caustics effect, photons within
a certain distance of the pixel to be rendered are
interpolated to calculate the brightness. The
Sample Radius defines this distance. Sample
Radius = 1; individual photons can be seen as
points of light because they are not interpolated
together Sample Radius = 10 Sample Radius =
100.
Samples: This defines the maximum number of
photons within the Sample Radius that are used
for calculating the effect. For example, if you
enter a value of 100, up to 100 photons will be
evaluated - any photons beyond this number
Use this page to control aspects of material
are ignored. Samples and Sample Radius both
illumination. Here, you can switch on/off
affect the quality of the effect. To summarize:
radiosity and caustics for the material (both are
More samples per sample radius means a more
switched on by default).
accurate image. Increasing the sample radius
Global Illumination means more blur, but a longer render time also.
Generate: When the option is enabled, the
material will generate radiosity. Use the input
box to set the strength of the radiosity - you can
enter values from 0 to 10000%. 100%
represents normal strength.
Receive: If this option is enabled, the material
will receive radiosity. The value in the input box
defines the strength of the radiosity effect.
Caustics
Generate: Use this option to enable the
generation of caustics by the material. The input
box defines the strength of the caustics
generated. Note: The material must be
transparent and/or reflective in order to create a
caustics effect.
Receive: This enables/disables the reception of
surface caustics by the material. Use the input
box to set the strength of the effect. Note The
receive option has no effect for volume caustics.
SLA-Shader 83

bhodiNUT NUKEI

Usage
NUKEI was conceived to allow users the ability
create surfaces that include rusted and
weathered materials that generally have two
distinct surfaces with different attributes.

Fusing
The fusing group controls the mixing of the two
surfaces and the attributes of the interface
between them. There is only one Fusing Group
that is shared by and controls both Surface 1
and Surface 2.
84 SLA-Shader

Texture Tab Position: Offset of the 3D texture space.


FUSER Texture: Utilizes a standard C4D texture Size: Scaling of the 3D texture space.
group to be used for the Fusing of the two
surfaces. Please refer to C4D documentation for Rotation: Orientation of the 3D texture space.
more information about texture groups. Copy Tag: Pressing the Copy Tag button causes
Texture Transformation Group: This group the settings of the currently selected Texture Tag
contains the settings of the texture projection. in the object manager to be copied into
This should look very familiar as it is basically Projectors parameters. This makes it easier for
the same as the projection options available in you to create a projection using Real Time
CINEMA 4D's texture tags. Texture Mapping and then just copy it in to use
in projector.
Projection: The projection type to use. The
following list are the types available to choose Attributes Tab
and are functionally the same as CINEMA 4D's
internal projections of the same name.
Spherical
Cylindrical
Flat
Cubic
Frontal
Shrinkwrap
Overide Time: If enabled then the Time in
seconds is overridden and can be keyframed in
the C4D timeline.
Speed / Time: If Overide Time is enabled then
the time entered here overides the C4D time
and can be keyframed. If Overide Time is not
enabled then you can enter a Speed scaling to Falloff: The falloff of the edge mix between
scale time used for animating the texture / Surface 1 and Surface 2. Large values cause the
shader. surfaces to blend together over a larger range,
Offset: Offset of the 2D texture in UV. while smaller values cause a sharper break
between the two surfaces.
Length: Scaling of the 2D texture in UV.
Offset: Offsets the boudary between the two
Tiles: Tiling of the 2D texture in UV. surfaces causing more of one surface or the
Tile: If enabled the 2D texture will tile in UV the other.
number of times specified in the Tiles parameter. Edge Shadow Intensity: A darkening of the
Seamless: If tiling is enabled then enabling surfaces near the edge to give the appearance
seamless causes the tiles to be mirrored so that of shadowing caused by peeling and flaking.
they tile seamlessly. Edge Shadow Falloff: Controls the width of the
edge shadowing.
SLA-Shader 85

Diffuse
1 Bump Amplitude: Amplitude of the bump
caused by the FUSER Texture in Surface 1.
2 Bump Amplitude: Amplitude of the bump
caused by the FUSER Texture in Surface 2.
1 Edging Width: Width of the edging around
the interface between Surface 1 and Surface 2
that protrudes into Surface 1.
1 Edging Bump Amplitude: Bumping of Surface
1 around the interface between Surface 1 and
Surface 2.
2 Edging Width: Width of the edging around
the interface between Surface 1 and Surface 2
that protrudes into Surface 2.
2 Edging Bump Amplitude: Bumping of Surface The Diffuse group applies to the currently
2 around the interface between Surface 1 and selected surface in the surface combo box below
Surface 2. the preview.
Diffuse Color: Sets the base diffuse color of the
surface.
Algorithm: Specifies which illumination model
NUKEI will use. The combobox provides for two
choices including 'Internal' which is the standard
Lambertian model and the 'Oren-Nayar' model
which provides for a roughness variable allowing
the user to go from simple surfaces ( 0
'Roughness', identical to Lambertian ), to
complex rough surface ( 1+ 'Roughness' which
provides a surface like linen or dirt ).
Illumination: Scales the 'Diffuse Color' to
produce attenuation in the illumination of the
surface (this simply means it makes the color
darker when the value is close to zero and
brighter when the value is closer to one hundred
percent or above). If you are utilzing the 'Oren-
Nayar' illumination algorithm you may want to
bump up the illumination about 10% to 20%
because it renders darker usually. Appropriate
values are between 0% to 200%.
86 SLA-Shader

Specular 1, Specular 2 and Specular 3


Roughness: Dictates how rough the 'Oren-
Nayar' illumination model will be. Zero is no
roughness while one hundred percent or greater
is very rough. Experimentation is required to
fully understand this parameter. This option is
only available if 'Oren-Nayar' is selected in the
'Algorithm' combobox.
Contrast: Provides contrast for the result of the
diffuse sample color. Zero causes no effect,
0.0% - 100% causes standard contrast, above
100% casues a wrap contrast ( the values that
go above one hundred percent wrap around to
0% again, utilized to create the Candy materials
), negative values provide an inverse contrast
that simulates materials that seem luminescent
such as Silver. Appropriate values are -500% to The three specular hightlights controlled in the
500%. Specular groups are additive to the color of the
surface. All three Specular groups share the
same parameter set described below.
Specular Color: Sets the base specular color for
the first specular component.
Intensity: Scales the 'Specular Color' to produce
attenuation in the specular reflection of the
surface ( this simply means it makes the color
darker when the value is close to zero and
brighter when the value is closer to one hundred
percent or above ). Appropriate value range is
0% - 1000%.
Glare: Works with Specular Intensity by using
the edge falloff ( multiplied by the 'Falloff' scalar
to change the intensity of the specular
reflection. This can be used to add a glare to the
surface when a light is reflecting more on an
edge or specilar effects to reduce the specular
reflection when a light casues a reflection closer
to the edge. Appropriate values run between
0% - 200%.
SLA-Shader 87

Reflection
Size: Sets the size of the specular reflection.
Appropriate value range for size is 0.001% -
200%.
Falloff: Utilized to vary the falloff of the center
of the object to the edge to effect the 'Glare'
intensity. Smaller values cause the specular
reflection to reflect the 'Intensity' value more
while larger values make the surface use the
'Glare' scalar more. Experimentation is required
to fully understand this parameter.
Contrast: Provides contrast for the result of the
specular sample color. Implements a standard
contrast function. Appropriate values are 0% -
100%.
The reflection controlled in the two reflection
tabs ( Attributes and Color ) are additive to the
color of the surface.
Attributes Tab

Intensity: Scales the 'Reflection Color' before it


is mixed with the 'Edge Intensity' and
'Reflection Edge Color' result to create the final
88 SLA-Shader

Environment
reflection color sample that will be used to
attenuate the reflection sample taken by C4D
internally. Appropriate values are 0% - 200%.
Edge Intensity: Scales the 'Reflection Edge
Color' before it is mixed with the 'Intensity' and
'Reflection Color' result to create the final
reflection color sample that will be used to
attenuate the reflection sample taken by C4D
internally. Appropriate values are 0% - 200%.
Falloff:Mixes the results of the 'Reflection Color'
* 'Intensity' and 'Reflection Edge Color' * 'Edge
Intensity'. Smaller values provide for more
'Reflection Color' while larger values provide
more 'Refelction Edge Color'. Appropriate value
range is 0% - 500%.
Image Tab: Utilizes a standard C4D texture
Reflection Color Tab group to be used for the environment sample.
Reflection Color: Defines the base color used to Please refer to C4D documentation for more
attenuate the reflection sample in tandem with information about texture groups and
the reflection 'Intensity' parameter. Utilizes the environment mapping.
'Falloff' parameter to mix with 'Reflection Edge
Attributes Tab
Color'.
Reflection Edge Color: Defines the edge color
used to attenuate the reflection sample in
tandem with the reflection 'Edge Intensity'
parameter. Utilizes the 'Falloff' parameter to mix
with 'Reflection Color'.

Intensity: Scales the 'Environment Color' before


it is mixed with the 'Glare' and 'Environment
Edge Color' result to create the final
environment color sample that will be used
SLA-Shader 89

to attenuate the environment sample tprovided Jitter: Defines the maximum random offset per
by the 'Environment Texture' texture group. sample of the convolution function. This rids the
Appropriate values are 0% - 200%. blurred environment of the stepping effect
Glare: Scales the 'Environment Edge Color' when you can see multiple images layered.
before it is mixed with the 'Intensity' and Appropriate value range is 0% - 100%.
'Environment Color' result to create the final Environment Color Tab
environment color sample that will be used to
attenuate the reflection sample provided by the
'Environment Texture' texture group.
Appropriate values are 0% - 200%.
Falloff: Mixes the results of the 'Environment
Color' * 'Intensity' and 'Environment Edge
Color' * 'Glare'. Smaller values provide for more
'Environment Color' while larger values provide
more 'Environment Edge Color'. Appropriate
value range is 0% - 500%.
Environment Convolution: This group allows the
blurring of enivroments when the 'Anisotrophy'
group is checked. It deosn't support radial
convolutions because very similiar effects can be
achieved by blurring the environment map ( it is
also much, much faster ). Environment Color: Defines the base color used
to attenuate the reflection sample in tandem
Utilize Anisotropic Scratches: Tells the group to with the reflection 'Intensity' parameter. Utilizes
become active allowing the shader to take the 'Falloff' parameter to mix with 'Environment
multiple samples of the 'Environment Texture' Edge Color'.
texture group along the axis of the scratch
direction defined by the 'Anisotrophy' group Environment Edge Color: Defines the edge color
parameters. used to attenuate the environment sample in
tandem with the environment 'Glare' parameter.
Blur: Defines the radius for the convolution. Utilizes the 'Falloff' parameter to mix with
Larger values equate to more blur. Appropriate 'Environment Color'.
value range is 0% to 100%.
Samples: Defines how many samples will be
taken by the convolution. If you enter one no
convolution will occur. The value should be
similar to your 'Blur' radius value. Appropriate
value range is 2 - 50.
90 SLA-Shader

Ambient Roughness

Color: Defines the base ambient color used to Used to add bump or grit to the material.
attenuate ( multiply by ) the scene ambient Roughness Tab
color provided by C4D. You must have a Function: The noise function utilized to calculate
Environment object active in your scene for this the bump and the grit. You can review the noise
to effect your surface at all. types very easily in the 2D or 3D Noise channel
Intensity: Scales the 'Ambient Color' before it is shaders to get a feel for what they are.
mixed with the 'Edge Intensity' result to create Experimentation is very necessary, they all have
the final ambient color sample that will be used a place, use them! (See Noise Types)
to attenuate the ambient sample taken by C4D Octaves: Defines the number of octaves utilized
internally. Appropriate values are 0% - 100%. by the noise function defined within the
Edge Intensity: Mixes with 'Intensity' to scale 'Function' combobox. This field will only be
the 'Ambient Color' to create the final ambient active if the noise function being used utilizes
color sample that will be used to attenuate the more octaves than one. Octaves is similiar to
ambient sample taken by C4D internally. 'Detail' in many other shaders.
Appropriate values are 0% - 100%. Scale: Scales the surface point used in the noise
Falloff: Mixes 'Intensity' and 'Edge Intensity' to evaluation.
attenuate the 'Ambient Color'. Smaller values Amplitude: Scales the amplitude of the bump
provide for more 'Intensity' while larger values algorithm. Appropriate value range is 0.0001%
provide more 'Edge Intensity'. Appropriate value to 1000%.
range is 0% - 500%.
Speed: Animation speed of the noise in
percentange of cycles per second.
SLA-Shader 91

Attenuation: Defines how much the noise Grit Tab


algorithm will reduce the detail of the noise
when the surface is far away or facing away
from the camera. Appropriate values are 0% for
stills and 100% to 1000% for animation ( it is
primarily used to reduce flicker in animations ).
Hard Bump: Utilizes an implicit algorithm to
calculate the bump producing more realistic
dented surfaces. Often used when creating steel
doors with anisotropic highlights to create large
suddle dents.
Absolute: Whether or not to fold the noise
about its mid level by taking the absolute value
of it.
Delta: Delta is a scaling factor to use in sampling
the texture for evaluating slope to be used in Grit Color: Sets the color used as a base to
evaluating the bump. This allows you to get attenuate ( multiply by ) the specular, diffuse,
very sharp bump with minute detail that is not reflection, environment and ambient results.
possible with the standard static bump delta. Negative values invert the grit application.
Bump Clamping: The noise is calculated in a Appropriate value range is -200% - 200%,
range of 0% - 100%. These values clip that Grit Intensity: Mixies between then grit sample
range to provide for bumps with plateaus ( like and Vector ( 1 ) to allow varying degrees of grit
certain stuccos ). ( think of it as an opacity control for grit ).
Low Clip: Defines the low boundary for the clip Low Clip: If the grit value is less than or equal to
( no bump under this value ). this value it becomes 0 ( 'Grit Color' ).
High Clip: Defines the high boundary for the High Clip: If the grit value is greater than or
clip ( no bump over this value ). equal to this value it becomes 1 ( the surface
color ).
92 SLA-Shader

Anisotrophy
Projection Scale: Scales the scratch algorithms that
have an actual pattern ( Radial Pattern is the only
current algorithm of this type to which scale applies ).
X Roughness: Scales the specular highlights in
the X direction defined by the 'Scratch
Projection' algorithm. Appropriate value range is
0.1% to 10000%. If the X & Y roughness are
the same the standard internal specular
algorithm is used.
Y Roughness: Scales the specular highlights in
the Y direction defined by the 'Scratch
Projection' algorithm. Appropriate value range is
0.1% to 10000%. If the X & Y roughness are
the same the standard internal specular
algorithm is used.
Projection: The type of projection utilized to
define the anamorphic ( disproportional ) scaling Amplitude: Scales the effect of the scratch of
of the specular highlights. It can also defines the specular highlights. The higher the value the
thes scratch direction to be used with the more scratched the speculars will look.
reflection and environment convolution groups. Appropriate value range is 0% - 100%.
The projections are transformed by the Scale: Scales the scratch pattern itself. This
TextureTag used to apply them to an object. applies to all scratch algorithms.
- Planar: a flat XY planar projection. Length: Defines the scratch length in the space
- AutoPlanar: Automatically projects on a plane of the scratch pattern. Smoother milled surfaces
parallel to the current normal. would use a higher scratch length and rougher
surfaces would use smaller values. Appropriate
- ShrinkWrap: A spherical projection for scaling
value range is 1% - 1000%.
direction, but uses a separate algorithm for
projecting the scratches. Attenuation: Scales the amount of detail of the
scratches based upon the samples angle to the
- Radial: Creates a radial scratch pattern
camera and the distance from the camera. The
originating at the center of a plane that is
larger the values the greater the attenuation
parallel to current normal.
causing less scratching ( better for animation ),
- Radial Pattern: Creates a multi-origin radial the smaller the value the greater the detail (
scratch pattern that is parallel to current better for still images ). Appropriate value range
normal. is 0% - 10000%.
Experimentation is absolutely required to Effect Channel: These check boxes specify
understand these parameters. which specular channels will be effected by the
anisotropic scratches.
SLA-Shader 93

Alpha Illumination

Opacity: Opacity for the surface. With Alpha Use this page to control aspects of material
you can layer NUKEI over other shaders and illumination. Here, you can switch on/off
textures. radiosity and caustics for the material (both are
switched on by default).
Global Illumination
Generate: When the option is enabled, the
material will generate radiosity. Use the input
box to set the strength of the radiosity - you can
enter values from 0 to 10000%. 100%
represents normal strength.
Receive: If this option is enabled, the material
will receive radiosity. The value in the input box
defines the strength of the radiosity effect.
Caustics
Generate: Use this option to enable the
generation of caustics by the material. The input
box defines the strength of the caustics
generated. Note: The material must be
transparent and/or reflective in order to create a
caustics effect.
94 SLA-Shader

Receive: This enables/disables the reception of Samples: This defines the maximum number of
surface caustics by the material. Use the input photons within the Sample Radius that are used
box to set the strength of the effect. Note The for calculating the effect. For example, if you
receive option has no effect for volume caustics. enter a value of 100, up to 100 photons will be
Sample Radius: In order to calculate the evaluated - any photons beyond this number
brightness of the caustics effect, photons within are ignored. Samples and Sample Radius both
a certain distance of the pixel to be rendered are affect the quality of the effect. To summarize:
interpolated to calculate the brightness. The More samples per sample radius means a more
Sample Radius defines this distance. Sample accurate image. Increasing the sample radius
Radius = 1; individual photons can be seen as means more blur, but a longer render time also.
points of light because they are not interpolated
together.

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