Function available in CINEMA 4D Prime, Visualize, Broadcast, Studio & BodyPaint 3D

Danel Shader Basic Diffuse Specular 1 Specular 2 Specular 3 Reflection Environment Ambient Roughness Anisotropy Illumination AssignReflection

The reflection you set here is added to the surface color.

Scales the Reflection Color before it is mixed with the Edge Intensity and Reflection Edge Color result to create the final reflection color sample that will be used to attenuate the reflection sample taken by Cinema 4D internally. Appropriate values are 0% - 200%.

Scales the Reflection Edge Color before it is mixed with the Intensity and Reflection Color result to create the final reflection color sample that will be used to attenuate the reflection sample taken by Cinema 4D internally. Appropriate values are 0% - 200%.

Mixes the results of the Reflection Color * Intensity and Reflection Edge Color * Edge Intensity. Smaller values provide for more Reflection Color, while larger values provide more Reflection Edge Color. The appropriate range is 0% - 500%.

Turns on or off distance falloff for reflections. Doing so does slow the shader down about 20% because the reflections rays are calculated by customized algorithms.

If the distance of the reflected surface is less than or equal to the Min distance, the reflection will be 100%. The Distance Falloff check box must be checked for this value to be used or available.

If the distance of the reflected surface is greater than the Min distance and less than the Max distance then the reflection intensity of the sample will be attenuated by a value produced by retrieving the parameterized distance of the intercepted position relating to the Min and Max distances ((intercepted_Point - min_Point) / (max_Point - min_Point)). If the distance of the intercepted surface is greater than the Max parameter then the surface has 0% intensity.

This check box is only active when the Anisotropy group is checked. It allows the reflection to take into account the scratch directions when evaluating blurred reflections. Very effective for milled machinery. Anisotropic scratches are only convoluted along one axis so they require far fewer samples than does the radial convolution algorithm.

If this check box is inactive, the Blur radius is greater than 0% and Samples is greater than 1, the radial convolution algorithm is used (this is what the majority would consider Blurred Reflections).

This defines the radius of the convolution (blur) that will be used during the evaluation of blurred reflections. If Utilize Anisotropic Scratches is checked, it will use the scratch direction defined by the parameters in the Anisotropy group, otherwise it will use a radial convolution algorithm to sample the reflections. Appropriate value range is 0% - 100% (artefacting can occur if values greater than 100% are used).

Sets the number of samples taken when the Blur radius percentage is greater that 0%. When Utilize Anisotropic Scratches is checked, it is good to start with a value equal to the Blur radius. If Utilize Anisotropic Scratches is not checked then you should usually double the Blur radius, sometimes having to go as large as 100 to 200 samples (very slow).

Defines the maximum random offset of the reflection convolution associated with the anisotropic scratch convolution algorithm. This parameter is only active when Utilize Anisotropic Scratches is checked because the radial convolution is a completely stochastic function (jitters 100% all the time to the boundary of the radius). Jittering is very similar to dithering in effect. Appropriate value range is 0% - 100%.

The controls in this group of parameters define the base color used to attenuate the reflection sample in tandem with the reflection Intensity parameter. Utilizes the Falloff parameter to mix with Reflection Edge Color.

The controls in this group of parameters define the edge color used to attenuate the reflection sample in tandem with the reflection Edge Intensity parameter. Utilizes the Falloff parameter to mix with Reflection Color.