Cinema 4D Prime Material Manager Shaders Volumetric Shaders Banzi Shader
Function available in CINEMA 4D Prime, Visualize, Broadcast, Studio & BodyPaint 3D
Banzi Shader

Basic Wood Diffuse Specular 1 Specular 2 Specular 3 Reflection Environment Ambient Roughness Anisotropy Illumination Assign

Roughness

Used to add bump or grit to the material. Some of these settings are not available for the Banji shader, because Banji has a channel to create wood structures.

Amplitude [-1000..1000%]

Scales the amplitude of the bump algorithm. The appropriate range is 0.0001% to 1,000%.

Delta [0..+∞%]

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 possible with the standard static bump delta.

Bump Clipping

The noise is calculated in a range of 0% - 100%. These values clip that range to provide for bumps with plateaus (like certain stuccos).

Low Clip [0..100%]

Low Clip defines the low boundary for the clip (no bump under this value).

High Clip [0..100%]

High Clip defines the high boundary for the clip (no bump over this value).

Grit Color

These controls set the color used as a base to attenuate (multiply by) the specular, diffuse, reflection, environment and ambient results. Negative values invert the grit application. The appropriate range is -200% - 200%.

Grit Intensity [-200..200%]

Use this setting to define the visibility of bumpy areas.

Grit Low Clip [0..100%]

Low Clip defines the low boundary for the clip (no bump under this value).

Grit High Clip [0..100%]

Color will be set to 1 if clipping is greater than or even to this value.