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

Basic Shader Animation

Shader Properties


The Sampling value is described here.


The File box displays the name of the texture and, if used, the absolute path to the texture as well.


This option lets you show or hide layers or alpha channels when working with textures in Photoshop/b3d format. This saves you from having to constantly return to an external application to display or hide layers as needed.

Clicking on the Select … button will open the following dialog window:

Use the first 5 options to select the type of layers/layersets or alpha channels should be displayed in the field below. All layers/layersets and alpha channels that were saved in Photoshop/BodyPaint 3D will be shown in the display field and can be displayed by double clicking on the image (use the Shift key to make multiple selections). At the top left of the dialog window a composite of all selected layers is displayed - including all mix modes.

What’s meant by … the first 5 options … ?

The following four settings are for fine-tuning loaded textures. The original bitmap will not be altered.

Color Profile

Here you will find information regarding Color Management.

Generally speaking, the Preferences menu (see Input Color Profile) defines how loaded textures will be managed with regard to their embedded color profiles. These settings also affect the settings here. For example, Color Profile will be grayed out here if Color Management is disabled in the Preferences menu.

This can be defined individually at texture level.

You can select from the following options:

Embedded (Default)

This is the recommended setting. The color profile embedded in the texture will be evaluated. If none is present, sRGB or Linear will be used, depending on the Input Color Profile setting.


The texture’s color profile will be read as linear (forced).


The texture’s color profile will be read as sRGB (forced).

Exposure [-25..25]

Use this setting to adjust the brightness of HDRI as well as normal images.

HDR Gamma [0..100]

Use this setting to define a textures gamma value. A texture’s gamma value defines how it will be analyzed with regard to the defined brightness value. For example, 2 pixels within the texture with brightness values of 50% and 75%, respectively, will not necessarily be displayed as such on the monitor or calculated as such when analyzed by the Material Manager. This will be dependent upon the defined gamma value. In most cases, though, you will not have to change the gamma value setting.

Black Point [0..100]
White Point [0..100]

These points define the darkest and brightest points, respectively and save this information to a histogram. If one of these points is subsequently moved, the dark and light levels will be scaled accordingly.


Clicking this button will reset the values for exposure, gamma, black point and white point to default values (0, 2.2, 0 and 1, respectively).