Basic Features Material Manager Extensions 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

Anisotropy

An anisotropic effect is the mirroring of a surface, caused by small, inconspicuous scratches. You have probably seen this effect often on metal surfaces that are somewhat older in the form of concentric scratches on the surface (see also this example Danel Shader image).

These effects can be created using the settings described in this segment.

Projection

The type of projection is used to define the anamorphic (disproportional) scaling of the specular highlights. It can also define the scratch direction to be used with the reflection and environment convolution groups. The projections are transformed by the Material tag used to apply them to an object.

Planar

A flat XY planar projection.

Auto Planar

Automatically projects on a plane parallel to the current normal.

Shrink Wrap

A spherical projection for scaling direction, but uses a separate algorithm for projecting the scratches.

Radial Auto Planar

Automatically projects on a plane parallel to the current normal.

Radial Pattern Auto Planar

Creates a multi-origin radial scratch pattern that is parallel to the current normal.

Radial Planar

Creates a radial scratch pattern originating at the center of a plane parallel to the current normal.

Radial Pattern Planar

Creates a multi-origin radial scratch pattern that is parallel to the current normal.

Projection Scale [0..1000%]

Scales the scratch algorithms that have an actual pattern (Radial Pattern is the only current algorithm of this type to which scale applies).

Roughness X [0..+∞%]

Scale the highlights in the X direction defined by the Scratch Projection algorithm. The appropriate range is 0.1% to 10,000%. If the X & Y roughness are the same, the standard internal specular algorithm is used.

Roughness Y [0..+∞%]

Scale the highlights in the Y direction defined by the Scratch Projection algorithm. The appropriate range is 0.1% to 10,000%. If the X & Y roughness are the same, the standard internal specular algorithm is used.

Amplitude [0..100%]

Scales the effect of the scratch of the specular highlights. The higher the value, the more scratched the speculars will look. The appropriate range is 0% - 100%.

Scale [0..+∞%]

Length [0..+∞%]

Defines the scratch length in the space of the scratch pattern. Smoother milled surfaces would use a higher scratch length and rougher surfaces would use smaller values. The appropriate range is 1% - 1,000%.

Attenuation [0..+∞%]

Scales the amount of detail of the scratches based upon the samples, angle to the camera and the distance from the camera. The larger the values, the greater the attenuation, causing less scratching (better for animation); the smaller the value, the greater the detail (better for still images). The appropriate range is 0% - 1000%.

Specular 1
Specular 2
Specular 3

These check boxes specify which specular channels will be affected by the anisotropic scratches (i.e., the scratch texture; see also the description of the same name above).