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

Lumas Shader Basic Shader Specular 1 Specular 2 Specular 3 AnisotropyAnisotropy

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 Texture tag used to apply them to an object.

A flat XY planar projection.

Automatically projects on a plane parallel to the current normal.

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

Automatically projects on a plane parallel to the current normal.

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

Radial Planar

Radial Pattern Planar

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

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.

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.

Specular 1

Specular 2

Specular 3

Use these check boxes to define which Specular channels should be affectec by anistropic scratches. Note that 3 more options of the same name are located farther below. This is where you define whether or not the scratch texture should be included in the calculation of the specular light.

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%.

Scales the scratch pattern itself. This applies to all scratch algorithms.

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%.

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).