NEW IN R20

Material Manager Material Nodes Individual Assets Material Uber Material
Function available in CINEMA 4D Prime, Visualize, Broadcast, Studio & BodyPaint 3D
Uber Material

Preview Basic Channels Diffuse Reflection Coating Emission Transparency Opacity Bump Normal Displacement

Coating

Many surfaces have a finish or protective layer, e.g., lacquer or foil. This additional layer (see right side) add depth to a rather matte base material (see left side).

This material channel calculates an additional, as a rule transparent, reflective layer that can, for example, be used for painted surfaces or those with a shiny finish. Since these reflective layers are always transparent, only dielectric Presets will be made available. The Coating reflection always lies on top of the Reflection layer.

Color

Here you can define the color value with which the reflection should be multiplied on the Coating. Dark and deeply saturated colors will automatically lead to lesser reflections on this material layer.

Intensity [0..1000000000%]

This is a multiplication factor for the Coating layer’s reflections. Values in excess of 100% will lead to an amplification of the reflections over and above normal measure.

Diffuse Tint [0..100%]

This setting can be used to define the degree to which the color defined in the Diffuse channel will be mixed with the Coating color.

Roughness [0..100%]

This setting can be used to define the dispersion of the reflection. The larger the Roughness value, the more blurry the reflection will be in the layer. The surface will look correspondingly more used, matte and rough.

Opacity [0..100%]

This setting defines the intensity of the Coating channel. Here you can either control the intensity of the reflective layer as a percentage or define the opacity via grayscale texture using Nodes.

Presets

This is a list of different refraction indices for dielectric materials such as glass and water. It’s not always necessary to select a preset that precisely matches the type of Coating defined. A clearcoat, for example, can also be simulated using the Glass preset.

IOR [1..5]

If the dielectric material you want to simulate is not included in the Preset list, you can enter a custom refraction index here. Refraction indices are physical values that define the refractive behavior of a given material. A list of various refractive indices for real-world materials can be found online.

Normal Mode
Strength [0..100%]
Bump Map
Bump Strength [-∞00..+∞00%]
UV Epsilon [0.001..100000%]
3D Epsilon [0.001..100000%]
Normal Map
Normal Strength [-∞00..+∞00%]
Presets
Flip X
Flip Y
Flip Z
Swap Y and Z
Space
Normal

As with the Uber material’s Diffuse and Reflection channels, the surface’s Normal direction also affect the calculation of the Coating. More information about this can be found under Normal Mode.