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

Basic Fusing Diffuse A Specular 1 A Specular 2 A Specular 3 A Reflection A Environment A Ambient A Roughness A Anisotropy A Alpha A Diffuse B Specular 1 B Specular 2 B Specular 3 B Reflection B Environment B Ambient B Roughness B Anisotropy B Alpha B Illumination Assign

Roughness B

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.

Seed [-2147483648..2147483647]

This value influences the noise dispersion for Noise Shaders. Different Start Values will result in different noise dispersions.


The noise function utilized to calculate the bump and the grit. You can review the noise types very easily in the Noise channel shader to get a feel for what they are. Experimentation is very necessary.

Amplitude [-1000..1000%]

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

Octaves [0..20]

Defines the number of octaves utilized by the noise function defined within the Function drop-down list. This field will only be active if the noise function being used utilizes more octaves than one.

Scale [0..+∞%]

Scales the surface point used in the noise evaluation.

Attenuation [0..1000%]

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 1,000% for animation (it is primarily used to reduce flicker in animations).

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.

Hard Bump

Uses an implicit algorithm to calculate the bump, producing more realistic dented surfaces. Often used when creating steel doors with anisotropic highlights to create large dents.


Whether or not to fold the noise about its mid level by taking the absolute value of it.

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.