If you can’t see weak reflections in the render, ensure that Threshold is set to 0%. If you see black areas when rendering overlapping transparency objects, increase the Ray Depth value on the Options page of the render settings.
![white material cinema 4d white material cinema 4d](https://textures.motionsquared.net/wp-content/uploads/2020/04/tiles0008-min.png)
Min Samples defines the number of samples used for the least important areas. Max Samples defines the number of samples used for the most important areas.
![white material cinema 4d white material cinema 4d](https://static.filehorse.com/screenshots-mac/imaging-and-digital-photo/cinema-4d-screenshot-01.jpg)
Rather than take samples at even distances, the samples are concentrated where they are most needed. Increasing Min Samples and/or Max Samples gives a higher quality blur, but a longer render time also.Ĭinema 4D uses samples to create the blur effect. These parameters will only be available if Blurriness is set to a value higher than 0%. Left: blurriness effect in Transparency channel only right: mblurriness effect also enabled in the Reflectance channel. Mix Strength defines the mixing proportion between the texture and color panes or between the brightness and transparency (depending on which mode is selected) of the texture to be mixed. For example RGB 255/128/0 (orange) multiplied by RGB 0/255/0 (green) results in RGB 0/128/0 (dark green). The RGB value of the texture is multiplied by the RGB value of the color. Thus if a texture pixel is RGB 255/255/255 (white) and the color value is 255/0/0 (red), subtracting with Mix Strength set to 100% gives the result 0/255/255 (cyan). The color’s RGB value is subtracted from the texture’s RGB value. The texture’s RGB value is added to the color’s RGB value. If the value is set to 70%, the result is 70% of the texture and 30% of the color.įor example, if a texture pixel of RGB 255/0/0 (red) is used with a color value of RGB 255/255/0 (yellow) with the Mix Strength set to 50%, the resultant color is 255/128/0 (orange). If the value is set to 100%, you will see the texture only (remember, the texture is the top layer, so if it is opaque you will not see the color underneath). In normal mode, the Mix Strength sets the opacity of the texture. the texture is placed on top of the color). If you load a texture or a 2D shader, it is placed on a layer above the color (i.e. The default mode for all channels is Normal, except for the Environment page, which uses Multiply as the default mode. Use these parameters to mix the color and texture panes using one of four modes. Refer to the Textures chapter for details. Here an image texture or a 2D shader can be defined.
![white material cinema 4d white material cinema 4d](https://i.ytimg.com/vi/9k08S8i9mvc/maxresdefault.jpg)
However, if you don’t want this automatic behavior to take place, you can enable the Additive option. This can help to ensure a realistic effect. Usually, if the material has a color, the color is automatically reduced with increasing transparency. Note the Fresnel Shader, which offers additional settings. The Fresnel Reflectivity controls the strength of the Fresnel reflections (see Figure 4).
![white material cinema 4d white material cinema 4d](https://www.c4dzone.com/data/dow/images/Asfalto.jpg)
If you have entered a reflection value in addition to transparency, the reflection value is added to the angle-dependent reflection.įigure 4: Fresnel Reflectivity set to a high value (left) and low value (right). With a very low viewing angle, the material is approximately 0% transparent and 80% reflective. Note that the reflective properties ( Roughness, Anisotropic, etc.) can be fine-tuned using the Reflectance channel’s * Transparency * setting.įor example, provided Fresnel Reflectivity is set to 100%, if you set transparency with RGB values of 80%, 80%, 80%, the material is 80% transparent and 0% reflective when the viewing angle is 90 degrees. The Fresnel option simulates this phenomenon for you. The transparency and reflection values are dependent on the viewing angle. However, look at the pane from a narrow viewing angle and you will see that it reflects much more of its surroundings. with a 90 degree viewing angle), you will notice that the pane barely reflects, almost all light passes through. If you observe a real pane of glass with your eyes parallel to the pane (i.e. If the Fresnel Reflectivity value is larger than 0% the viewing angle - the angle between the camera and the surface - will be taken into account.